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shinzo_husky

Man-Hungry Man-Lover

8,050 Points
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PostPosted: Sun Sep 28, 2014 3:08 pm


            User Image


                                              MAIN INFORMATION


                                          Full Name: Shinzo Oshiro
                                          Nicknames/Alias: Phantom of the wind
                                          Age: 206 (appears 20)
                                          Birthdate: 12th July
                                          Gender: Male

                                          Culture: Mixed
                                          Religion: none
                                          Languages:

                                          De Facto - Elvish
                                          Fluent - Common
                                          Basic - Demonic (knows literally 5 words)

                                          Nation: Yuran
                                          Rank: Expert
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Reaper
                                          Class: Knight
                                            Sub-Class: Templar

                                          Strength: 10
                                          Speed: 8
                                          Sin: none
                                          Gene Mods: none

                                          Energy Color: Gold
                                          Energy Meter: 1450
                                          Element: Wind
                                          Battle Strength:
                                          • His gauntlet is one of his deadliest weapons as it can easily cut through Steel.
                                          • +150 Energy added to his base per rank.
                                          • If one the sword master class, berserker, bard class, they gain a -1 post reduction while training.
                                          • Do not age.
                                          • Works better alone
                                          • He plans before attacking and makes sure the job is done


                                          Battle Weakness:
                                          • He will not kill an enemy unless it is necessary
                                          • Cannot regenerate energy unless taken from something.(like rocks,trees,metal etc)
                                          • Can be smelled out by Lycans and Vampires
                                          • If his gauntlet is destroyed he will be drained of all his life-force and die.
                                          • Takes twice as long to heal.
                                          • Is stubborn when it comes to teamwork

                                          Summoning:

                                          Malacai [The whirlwind]

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


                                          Rank: Expert
                                          Energy: 1300
                                          Stats: 7/14

                                          ▰ ▰ ▰ DESCRIPTION

                                          Giant Hawks are born in the mountains of Yuran, and associated with the element of air. This bird is a very fast flyer and can maneuver masterfully through the sky. These birds have been known to have a pool of energy and even have magical abilities in the past. Those who practice air magic and need a formidable beast for riding into battle, Giant hawks are the best option but they are hard to tame as they always require something in return like magical objects or knowledge. Once a hawk has become a summoning beast, they can be summoned via an incantation or summoning seal etched onto the summoners body.


                                          ▰ ▰ ▰ HISTORY

                                          Malacai was born like any-other of his species with 3 siblings. But he was different to the rest. His understanding of air currents and the world around him allowed him to tap into air magic naturally without anyone assisting him. He wanted to learn everything he could so he began to attack wizards and forced them to teach him air magic. But it was not until a young reaper came along and made a deal with Malacai, would he then truly learn how to master air magic. In exchange for learning the ability air affinity from the reaper, he would become a summoning beast for the reaper.

                                          ▰ ▰ ▰ SKILLS

                                          • Elemental Affinity: Air C
                                          The caster becomes one with air and becomes almost like a ghost. Their body fusing with the surrounding air currents so they can not be harmed. They can not harm others while using this talent but this is used as a defensive ability anyway. The caster can not use this talent while heavily damaged. They also can not use it in an area with very high wind currents. If they are damaged badly by an elemental attack then they will disapate into the environment and die.

                                          • Gust D
                                          Description
                                          The user will release a gust of air rapidly from their body, which knocks away weak enough enemies. Anything with a strength rating of over 6 can withstand the blast.

                                          • Great Breath D-A
                                          Description
                                          By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that is not rooted or firmly planted on the ground. The amount increases with each rank.

                                          • Enhanced Speed/Jump C
                                          Description
                                          Requires Adept rank
                                          The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.

                                          • Air Blades A
                                          Description
                                          This involves a focus slicing air current that can cut through stone or timber with relative ease. By using slashing motions the user can create a more focused and precise air movement. This move could prove fatal if used on an individual as it slices clean through materials and b


                                          Talent:

                                          Talent Name: Element affinity: Air
                                          Talent Description: The caster becomes one with air and becomes almost like a ghost. Their body fusing with the surrounding air currents so they can not be harmed. They can not harm others while using this talent but this is used as a defensive ability anyway.
                                          Talent Weakness: The caster can not use this talent while heavily damaged. They also can not use it in an area with very high wind currents. If they are damaged badly by an elemental attack then they will disapate into the environment and die.
                                          How did the character get this talent?: Meditation ontop of a mountain for a few weeks without being disturbed. The caster must learn to manipulate air current and to incorporate that into their very soul and body.



                                          Fights Won: 6
                                          Fights Lost: 1

                                          Completed Quests
                                            S Rank: none
                                            A Rank: none
                                            B Rank: none
                                            C Rank: none
                                            D Rank: none
                                            E Rank: none




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                                              EQUIPMENT INFORMATION


                                          Weapons:

                                          Reaper gauntlets (instead of it being black it is bronze)

                                          Glazadriel
                                          Weapon Name: Glazadriel
                                          Weapon Rank: Same as user
                                          Weapon Type: Claim weapon: Dual bladed sword
                                          Weapon Description:

                                          User Image

                                          Ordinary looking to most people, Glazadriel is known as the solar crucibal. First forged by an unknown paladin emperor. The blade was infused with the solstices sunlight and the emperors own aura. The sword can channel light energy and weaponize it in different ways. It can also capture sunlight and either store it or release it to combat beings of dark magic. The bigger blade stores the light and releases it while the smaller blade focuses the light for its different abilities. The sword has been shattered twice during major battles against demi-gods and corrupts kings. One must find all of the pieces to re-forge it completely and bind their own aura to the blade.

                                          Weapon Passive Abilities:


                                            • Flower power [ B ] Glazadriel can absorb sunlight into its blade giving it's attacks a boost in power (+1 rank). The wielder must have the sword in direct contact with sunlight and must re-charge to gain the benefits for every ability. This passive will not work on artificial sunlight as it must be natural.

                                            • Explosive edge [ B ] Glazadriel burns brightly like the sun, a powerful weapon only wielded by powerful templars. When the wielder returns the sword to their dominant hand, a bright light will explode outward sending a mini shock wave of light energy that dazzles the enemy and can blind anyone but the wielder nearby. When the user has alot of energy the shockwave can even blast anyone nearby off their feet if they are caught by surprise.

                                            • Here is the church, here is the steeple, open the doors..... [ B ] To summon the blade initially, the wielder splays their hand toward any surface where a magic rune circle will appear. Glazadriel will fly out of the circle and will be caught by the wielder. This all happens in a flash and if the wielder is disarmed, Glazadriel can be returned to the wielder using the basic knight skill.


                                          Weapon Activated Abilities:


                                            • Ray of sunshine [ B ] The user swipes the blade, releasing an arc of concentrated light energy. The arc flies at high speeds in the direction f the swing flying through the air or along he ground. The arc can shatter through large boulders and dent steel. It deals minor burn damage to the target if it hits them directly

                                            • House built on a rock [ A ] The wielder stabs the ground with the blade and a 10 meter diameter pillar of light engulfs the wielder and anyone within that area. This will do decent burn damage to anyone of an equal or lower rank to the wielder, sever burn damage and can cause temporary blinding to beings of dark magic or dark magic users and it will not effect fellow Templars.

                                            • Solar reflection [ A ] The most intricate of abilities which made the blade famous within the Templar order. Glazadriel can form a second version of itself using light energy. In order to allow the user to wield both swords un-hindered, the second sword is slightly lighter than the original. The light sword will last for 4 posts before shattering or the wielder can fuel more energy extending the abilities active time.


                                        Armor:

                                        Torso


                                          RPC Rank: Expert
                                          RPC Class: Knight
                                            RPC Sub-Class: Templar


                                          Armor Name: Reaper's Embrace
                                          Armor Rank: Expert
                                          Armor Type: Heavy
                                          Armor Description:

                                          User Image

                                          A torso piece forged by a reaper using his own aura and Solarite ore. The piece after it is shaped is then decorated by the reaper, if the reaper in question is a templar they can then sanctify their new creation to give themselves better protection. This is one of few armour pieces commonly worn by Reapers as it is very effective and gives its wearer alot of protection from even energy style attacks.

                                          Armor Passive Abilities:


                                            • Duality complex [ B ] There Reaper's embrace absorbs a portion of fire and water based attacks. These types of attacks do 1 rank less damage to the wearer.

                                            • The slightly racist passive [ C ] Reapers embrace weighs nothing while worn by a reaper. However it will weigh down any other race wearing it like normal armour does.

                                            • The Judas complex [ A ] Reaper bloodline abilities do 1 rank less damage to the wearer



                                          Armor Activated Abilities:


                                            • Reform [ C ] When Reaper's embrace becomes damaged, the wearer weaves their own aura into the armour. Because the armour itself is made of the creator/wearer's aura, they are simply able to reform the armour costing them some energy but they can sustain their armour in combat.






                                        Trench coat

                                        Armored boots



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                                            SKILL INFORMATION


                                        Elemental

                                          • Air Suction E [costs:10]
                                          A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.

                                          • Air Punch/Kick E [costs:10]
                                          Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.

                                          • Air Shield D
                                          (Energy usage is equivalent to the rank of your enemy's attack)
                                          The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.

                                          This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.

                                          • Gliding D [costs:25]
                                          They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.

                                          • Great Breath D [costs:25]
                                          By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.

                                          • Air weapons C [costs:50]
                                          The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.

                                          • Air Blast C [costs:50]
                                          Requires: Air Punch/Kick
                                          A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force.

                                          Skill Name: Snake trail
                                          Skill Rank: C
                                          Skill Description: An ability used best multiple times. The caster creates a very small stream of compressed air that can snake through the air. The streams are sharp like knives and can even disrupt fire spells if used correctly.

                                          Skill Name: Suction bubble
                                          Skill Rank: C-A
                                          Skill Description: The caster catches oncoming fire spells in a ball of air. The ball of air closes around the fire and removes oxygen from the fire to basically put it out.

                                          • Air Swipe B [costs:75]
                                          Requires: Air Shield and Air Blast
                                          The air swipe is a dual defensive and offensive technique in which the user conjures a crescent-moon shaped construct of solidified air capable of deflecting colossal projectiles (car-sized but ROUND rocks) and sending them off-course. This may be used as a wider Air Punch or Kick or even a wide Air Blast. This force however strong is still blunt.

                                          • Burst Step B [costs:75]
                                          An advanced gap closer that relies on the user's air magic to thrust themselves forward in a sudden, massive burst of speed. The user gains a temporary +3 boost to the their speed, which only lasts for a single action, and can only be used for linear movement. There is a 8 post cool-down on Burst Step.

                                          • Air Vortex B [costs:75]
                                          Requires: Air funnel
                                          A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense since it will deflect and repel any objects or even people and can even throw them back at an opponent. If it does not weigh more than an elephant you may toss it back.

                                          • Air Gun B [costs:75]
                                          With the tip of the fingers, the person can shoot a blast of air at great speeds. The little blast of thick air, shot out in a strait line, can brake through wood leaving a hole, but gives enemies small bruising.

                                          Skill Name: Razor arm
                                          Skill Rank: B
                                          Skill Description:
                                          Requires: Air weapons
                                          The caster is able to manipulate air current speed and direction more so than the average wind user. Very powerful wind currents twist and turn around the arms of the user, making their arms like blades themselves. This ability can also tear apart weak fire abilities easily. This ability lasts 5 posts before it disappears.

                                          Skill Name: Repulsion sphere
                                          Skill Rank: B
                                          Skill Description: The caster emits a sphere od twisting air currents outwards, sending opponents and projectiles in the opposite direction. Those who are very heavy have a chance of withstanding the force but it can still knock them over

                                          • Air Concussion A
                                          Requires: Air Blast, Master Rank and a staff or sword.
                                          The Air Concussion is a highly destructive move in which the user, using a staff or blunt side of the sword, creates a thin wave of air that travels quickly and explodes upon contact. The explosion is as powerful as a grenade though it’s just air thus it is blunt though being hit by this is lethal. It can send shrapnel flying.

                                          • Air Blades (Gust) A [costs:100]
                                          Requires: An Air weapon and a staff or actual sword/staff.
                                          This involves a focus slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a staff or sword rather than the body(not from the air weapons), using the narrow profile of the object to create a more focused and precise air movement. This move could prove fatal if used on an individual.

                                          • Air Barrier S
                                          Requires: Air Shield
                                          This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions. Only sharpened rocks Lightning or ice can break through this. It may catch fire.


                                        Bloodline

                                          I Am One, One is All (passive):
                                          Using this passive skill, Reapers are able to instantly regenerate all of their energy once out of battle, this makes them ready for round two, if necessary.

                                          Pure Needle (E) [cost:10]:
                                          The Reaper uses the energy in him to form a small needle that can go though skin to ripping whole parts of peoples bodies off. By focusing their energy into a small needle shaped energy and fires it at the enemy.
                                          E Rank: Cuts flesh
                                          D Rank: Dents iron
                                          C Rank: Goes though Iron and Dents Steel
                                          B Rank: Goes though Steel
                                          A Rank: Can destroy whole limbs if hit right

                                          • Risen C
                                          Requires:Adept Rank and Protection Matters
                                          The energy around the reapers body move to their back and forms four wings on their back giving them the ability to fly and giving them increased speed.(+1 speed) Adept can have it on for five posts, Experts can have it for 6 and masters can have it for 8 posts

                                          • Protection Matters D
                                          The Reapers form a coat of energy around their bodies destroying all negative effects or poisons from the body. The coat doesn't block attacks only used purify the body. Lasts 3 post and can used again after 3 posts.

                                          • Soundwaves B [costs:75]
                                          Requires:Bard Class
                                          The Reaper brings their instrument up and by using the their energy they can make shockwaves of sound come of of it. Able to block C Ranked attacks(unless the users element is wind than one rank higher) and send anyone with infront of the wave flying.

                                          • Creation B [costs:75]
                                          The true power of the Reapers is unleashed by taking their energy try can start to make nothing into something. Depending on what depends on the energy. The things Reapers can create varies. It can create boulders, ammo. Anything that is not of value, such as precious gems and not alive. Creatures cannot be created. Weapons can be created.
                                          E Rank: Small amounts of ammo/arrows. Other small objects (30)
                                          D Rank: Objects with the size of a basketball or the mass of one
                                          C Rank: Medium amount of ammo/arrows (100) and swords and the such.
                                          B Rank:Objects with the mass or size of a large bolder.
                                          A Ranked:Objects sized of cars or the mass of them.
                                          S Rank: Objects the size of a two story house can be made.


                                          • Swordsmen Graveyard B
                                          Requires:Swordmaster class
                                          The reaper unleashes a wave of energy, forming sword in the sky and they fall to the ground with in a 30 foot radius. Once on the ground the swords can be used by the Reaper and with an extra C rank energy given to the Skill the swords with be covered with the users element. The swords last for up to 5 posts and requires a 5 post cooldown.

                                          • Peace Keeper A [cost=100]
                                          The reaper closes his eyes and slowly builds up it energy. After a post of charging the reaper unleashes a massive wave of energy that deflects C ranked attacks and blocks B ranked attacks. It fires in a crescent like form burning everything in it's path.

                                          • Judgement S
                                          This move is only used when they have no other choice, their gaunlets begin to glow forming a dark arua around their body giving an Erie appearance. The shoulder part of the gauntlet(at this point is has taken your arms over.) open up and begin to unleash energy from them. By press both gauntlets together energy starts to build up into both of it's hands. After it has built up it brings up both gauntlets and unleashes an unnatural amount of energy at the target. Anything in it's path is turned to "glass" and leaving the reaper drained from the attack. It takes two posts to fully recover from the attack.(-2speed and strength and no skills can be used)




                                        Class

                                        Knight

                                        Traits
                                        • Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
                                        • Knights have access to a standard set of skills regardless of their specialization.
                                        • Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may only utilize certain weapons (i.e. Reavers gain a sacrificial dagger). This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands.
                                        • Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.

                                        Abilities


                                        • The Claim Passive
                                        Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed is one rank higher than the user and scales with them is more powerful than the average custom weapon of its rank. Each Claimed weapon must also be approved in the Custom Weapons thread.

                                        • Return E
                                        A knight without his blade is useless. This skill, for its low costs, is essential for any knight. This gives the knight the ability to return any sword that they have Claimed to their hand.

                                        • Shockwave D
                                        A simple move for the knight. By swinging their sword with great force, they cause a wave of energy to travel across the ground in a straight line towards their foes. When it reaches a point close enough to the opponent, the energy in the skill will suddenly shoot up from the ground with a piercing effect. Capable of piercing through defenses one rank higher than the knight.

                                        • Endure D
                                        A knight is trained to ignore the pain of their wounds and keep fighting, this skill will suppress the pain you feel for five posts but you don't regenerate those wounds unless you are healed. This skill does not heal wounds. Once the effect is over, the pain comes rushing back.

                                        • Commander's Call D
                                        In an attempt to rally up any allies, the Knight will call out to his allies, giving them a temporary boost to strength and speed (+1 to each). The Knight himself is included in the Call. The boost lasts 2 posts.

                                        • Battle Cry C
                                        As if charged with the will to always fight, no matter what, the Knight will cry out before the battle starts. This cry, the words are up to the knight, will allow the Knight to allow both he and his companions to fight with increased valor and strength. Their energy output nearly doubles and they can cast more skills than ever, for less energy. One rank less energy to be exact, for three posts. Cooldown of one post after the skill is up.

                                        • Dauntless In All We Do! C-S
                                        Fear is a something knights are trained to forget. As death faces them, they fear not. As a result, they become pretty ballsy, and charge like, everywhere, removing debuffs placed on them. Eventually, other effects were also adding to their training regimen. When affected by some form of ailment or effect, the Knight can literally just shake it off. Energy costs depends on the rank of the attack. Passives costs C Rank, and to eliminate a seduction, the knight must match the rank of the succubus or incubus in energy.

                                        • Champions of Valor B
                                        By exerting his energy like an aura around his companions before battle, the Knight is capable of granting them the same protection that often keeps him alive. For the duration of 4 posts, the Knight's allies gain +1 rank in damage reduction to all skills.

                                        • They Call Me A Hero A
                                        In every story, there is a hero and a villain. The villain perishes while the hero lives and beds multiple women. Before that happens, you gotta end the battle right?! After using this skill, the user sets up various disadvantages for his opponent, since the villain is always weaker than the hero in the end of the story. The disadvantages build with every post that goes on. The first post, the opponent suffers a stat reduction of -1/-1. The second post, the opponent begins to get flustered with his attacks, being limited to only 3 per post. In the third post, the opponent will find his skills are weaker than he thought, as he faces a reduction in damage he deals by one rank. In the fourth post and final post, he finds that the amount of energy he expends is one rank higher than normal. For the fifth post all these effects linger, and on the sixth they are purged. This has a cool down of 6 posts.



                                        Sub-Class

                                        Templar

                                        Traits
                                        • Healing Abilities: Though not as great as the Clerics, the Templar has the ability to use minor healing skills, becoming something of a combat medic.
                                        • In the Eyes of my Lord: As long as light/dark bathes these warriors either from nature or spells they cannot be wavered. They do not fall prey to passive effects such as Incubi or Succubi passives, or passives that make them expel more energy or any negative passive, really.
                                        • I Am Faithful: When you start out, you already have the attention of an angel/demon who can give you a mark, assuming that this mark comes from an angel loyal to Vangelism or a demon loyal to Vaet Nocturnum.
                                        • Fight With Me: Templars are capable of boosting their allies stats and energy output.

                                        Abilities

                                        Sense Evi/Goodl Passive
                                        Depending on the alignment of the Templar they will be able to release a wave of energy that detects Evil or Good, the opposite of them. This wave will immediately reveal the presence of those types of creatures. The Templar need be wary of when this is used for it also reveals their presence to these beings as well.

                                        Aura of Hope/Despair D
                                        The Templar has access to a set of buffer skills for his allies, and for himself. Passively, the Templar will radiate an aura that finds and seeks allies on the field, giving them an uplifting and empowering feeling. For each body this aura affects, all affected allies gain potency to their next ability.

                                        Circle of Un/holy Protection D-S
                                        Limits: The templar must stay in combat constantly in order to use this skill.
                                        The templar gathers in energy towards the core of their body, absorbing as much of their steel will and steadfastness as possible. Within a quick moment, the templar generates a powerful circle of un/holy energy. The power of the un/holy circle matches that of the Templar's own rank, becoming stronger and more potent than it's previous rank. The Skill cost also scales with the strength of the templar, making it cost more the stronger they get.

                                        - Novice Rank: D-Energy
                                        The templar releases the circle, ranging to 10 feet radius that becomes a singeing sensation to any unholy being around him. Summoned un/holy minions of D-rank or below are deconstructed if they are not empowered by a necromancer or whatever holy creature makes things.

                                        - Adept Rank: C-Energy
                                        The templar releases their circle with their emblem of devotion, ranging to 15 feet radius, this makes it even more powerful against the un/holy who are weaker than they are. The unholy who are in the circle near the user will find it more difficult to move around than they used to(-1 to speed.) Un/holy structures of C Rank and below are deconstructed.

                                        - Expert Rank: B-Energy
                                        The templar releases a greater circle of protection against the unholy, reaching to about 20 feet in a radius, those who are weaker than the templar will find it difficult to even fight. This inflicts enemies with three ailments, Nausea, Vertigo, and muscle atrophy. This even makes it worse for enemies to move as well (-2 to speed.)

                                        - Master Rank: A-Energy
                                        The templar creates one of the strongest circle of protection around them, circulating a total of 70 feet around them. Those of un/holy origins that are inside the circle who are weaker than the templar, who remain in the circle for over 1 post, will be quick to submit as Expert Rank enemies will find it near impossible to move (-3 to speed) while Adept and below will pass out from the holy pressure around them.

                                        - Sage Rank: S-Energy
                                        The templar creates their most powerful circle of protection around them, extending to a full mile away from where they stand. All enemies who are not the same rank as they are, are met with crippling gravity, reducing their jump, speed, and even movements vastly. The enemy MUST be on the templar's level before even attempting to fight the Paladin.


                                        Shield of Light/Darkness E
                                        Its a basic shield made of un/holy energy. The light is hard to look in to because it is incredibly bright, as the darkness is equally vague and seemingly never ending. Last for 5 post and is as strong as Iron.

                                        Armor of Light/Darkness D-SS
                                        Utilizing light/dark a templar can solidify it around their body as a primary level of defense. It can defend against a magical or physical attack of its rank, and as many lower ones as possible.

                                        Holy Light/Unholy Blot D-SS
                                        The basic skill of the templar class this is where it all begins for them. They slash at you and the slash will fuse with a beam of blinding holy light. As it scales, the light behind the blade grows. At SS rank, this light illuminates an entire city, causing blindness for 3 posts. 2 posts at S Rank. 1 at A Rank. B-D ranks just illuminates the area that the templar is in, and causes momentary blindness. The unholy works in the exact same way though it uses darkness to remove the ability to see, rather than overwhelming eyes with too much light.

                                        Steadfastness D-SS
                                        The Templar fills their feet with holy energy. They do this to hold ground against even the toughest hits and most powerful attacks as the holy energy in their feet keeps them stuck firmly to the ground so that they cannot be knocked over or forced to move. This prevents them from being pulled by energy based moves, even. You must use one rank less energy to avoid being pulled in by a skill.

                                        Slip of Truth C
                                        The Templar and the person the Templar is talking to begin to slowly synchronize their energies, to the point where the Templar's energy is on their level as an illusion. As they talk, the templar can ask them a question, but using the enchanted words to bring the truth out of their fellow talker. The one who hears: 'Speak only the truth.' Will be compelled to answer the question truthfully and honestly. The only way around this technique, is if the person is able to resist any illusions or hypnosis.

                                        Un/Holy Weapon C
                                        Creates an object, usually a weapon, entirely from light (no physical substance is needed). The weapon is as strong as the average weapon of its kind in most cases. When used against un/holy creatures, it does twice as much damage and is twice as durable.

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

                                        Chains That Bind C
                                        The Templar doesn't always have to kill, some times he needs to extract information, and for him/her to do that the templar would need to bind the person. Chains made of un/holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However, this skill can be dodged. Lasts for three post. It would take 9+ strength to break these bindings. Anyone who has a weakness to Un/Holy magic suffers a residual burning effect for as long as the chains are making contact with them.

                                        Falter C
                                        The caster will use their own good aura, to afflict the target's mind, making them think about all the bad things they've done, from taking a cookie without permission, to killing a man in cold blood. This causes their attacks to cost a rank more, thus draining them faster. Those afflicted with this ability will have it only last a total of three posts, no ifs, ands or buts. It even works if the person is somehow crazy and claims to not feel emotions (a mary sue). For unholy aligned templars it forces their good natured foes to feel terrible urges, plaguing them with dark desires they would never normally have.

                                        Temple Body C
                                        The Templar's body is considered to be the same as a temple or Church of their Order or Sect. This skill when activated empowers the templar and their allies around them. increasing size and duration by 1.25x.

                                        Minor Heal C
                                        A neat skill that allows the Templar to heal broken bones and damaged tissue while in battle and rather quickly. Major organs may not be repaired.

                                        Un/Holy Rain C
                                        Limits: Must have an element. Must be used outside. Five post cool-down.
                                        After a post of preparation during which the user is hindered in no way, a gentle drizzle will fall down into the entire thread for five posts. The effects of this rain will vary depending on the element of the user and the people it hits. After using Un/Holy Rain, it cannot be used again for five posts.

                                        - Water: Heals all minor wounds, fatigue, etc.
                                        - Fire: Painfully burns all un/holy beings. The burns will distract even the most hardened of individuals but are not fatal in any way.
                                        - Earth: Causes the ground (regardless of what it's made of) underneath unholy beings to turn muddy and have an effect like quicksand while the unholy being is in contact with it. If it doesn't outright trap those who are caught within it, it will slow them down. After the skill is finished, the mud dries up quickly (less than one post) and can be easily broken through.
                                        - Wind: Gives holy beings the ability to fly/levitate (but be careful to not be too far from the ground after the skill ends) and keeps un/holy beings from being able to hear and smell.

                                        Judgement B
                                        Requires: Un/Holy Light
                                        You form the holy light around your weapon with so much power it would destroy unholy beings quickly. A wound created by this attack cannot be healed if it was inflicted on to un/holy or good/evil creatures.

                                        Sacrifice B
                                        Requires: Adept rank
                                        Though this could possibly be deadly to the Templar he or she may use this skill to save someone from harm. They will both be INSTANTLY covered in dark/light and any damage the person being saved will be transferred to the Templar exactly, saving their ally from any harm.

                                        Divine/Profane Chamber B
                                        By fusing your powers into spears they will form a barrier once they are stuck into the ground. This barrier is made out of un/holy darkness/light and will burn foes who touch them. You however can attack with a melee weapon into the barrier, breaking it from outside but this will fuse your weapon with the power of un/holy energy. The barrier is hard to destroy and can take up to a B rank attack.

                                        Dawn/Duskblade A
                                        Limits: Must know 'Un/Holy Weapon' skill.
                                        The Templar brings into existence and upgraded version of the 'Un/Holy Weapon' they use for the skill. This skill only works at night and only against 'evil' creatures. It acts in exactly the same was as the 'Un/Holy Weapon' skill it is just significantly more potent

                                        Blessing: The Unshaken Temple A
                                        Limits: Must be capable of using 'Temple Body'
                                        A completely different skill from 'Temple Body'. It requires it as a prerequisite as it shows the Templar's strength of character throughout their career. A Templar capable of using this skill can bless themselves before heading into combat to change the makeup of their body. When using this skill the Templar's skin shines brightly as each and every cell in their body is infused with holy energy. An unholy aligned templar would be surrounded by inky darkness and alight with a dark energy aura. Unholy/evil nature abilities are reduced in potency by 1.25x when they hit them.

                                        Arm of Righteousness/Irreverance A
                                        Requires: Adept rank
                                        The weapon arm becomes embodied with a large amount of un/holy energy. Releasing this as a strike a templar can ignore armor and strike at the very being of a person. A good aligned person would feel the heinous energy tearing at them just as equally as an evil aligned person would feel the divine energy. This can cause serious internal damage like hemorrhaging, collapsed lungs, etc, all based on where the templar strikes.

                                        Righteous/Profane Strike A
                                        Requirements: Un/Holy Light, Judgement
                                        Using the same idea as Un/Holy Light and Judgement, the Righteous/Profane Strike becomes something a bit more. Intent on making the strike hit, the Templar will take a sudden leap to quickly close the distance between the user and the opponent and will suddenly slash at the enemy with an un/holy charged ability.

                                        The Darkest Day S
                                        The Templar will imbue their body with holy energy, increasing their ability to protect exponentially. A un/holy /darknesslight will wrap around them and shroud them in a shining light. This divine/evil presence empowers the Templar. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Templar skills past B rank. That state lasts for three posts, following a seven post cool down.

                                        Soul Judgment S
                                        Requires: Master rank, judgment
                                        You create a circle around you of light/darkness that is approximately seven meters in diameter. This circle will suddenly expel un/holy light/darkness with as much power as the judgment constantly as long as you keep your weapon into the ground. After clutching the hilt of the blade, the user will suddenly leap forward at incredible speeds, at a speed that they can't reach by any other circumstance, and slash at their target. The attack doesn't end with the slash. A large projectile will shoot out from the blade, should anyone attempt to back away from the attack.

                                        Smite SS
                                        The user will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames or black/purple flames. The user will suddenly shoot the un/holy flames toward the opponent at high speeds that will attempt to follow the target until it hits something. Must have at least 14 speed if you want to outrun the flames, otherwise you have to block the attack. The flames can burn right through metals and skills of the same rank. A barrier of equal rank is required to nullify. On un/holy beings, this skill is increased in potency rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cost an opponent a limb, or even his life.


                                        Hand-to-Hand/Weapon

                                        Hand-to-hand
                                          Rude Introduction: This can only be used when someone tries a frontal assault, whether it's a kick or punch doesn't matter. The fighter will let the hit make contact but will turn their body to lessen the blow. They then slide forward and smash their elbow into the target's face.

                                          Super Mega Brofist of Doom: In the event someone is attempting to punch the fighter he can choose to match the strength/energy charge of it and slam their own fist right into their target's. This will cause the affect of the power punch to rebound on its user. The fighter will still suffer damage, but it will be reduced and not as severe as the other.

                                          • Between the Lines C
                                          In the event someone is attempting to kick the fighter from the side (roundhouse, spin kicks, etc) the fighter can chose to catch the kick on his own terms. They will cushion the blow by willingly sliding with it and grab the target's ankle with one hand. Pressing firmly with their fingers they launch their other leg out and kick the victim firmly between the legs. This has been known to drop men with just this hit.

                                          • Violent Oppression C
                                          The user has to specifically be attacked with a thrust or a punch from someone else.Twisting their body, they will minimize how much of their body is hit, turning what could have been a heavy hit into more of a scrape or being impaled into just a cut. They will wrap their hands around the wrist of the victim and press sharply. If that person is holding a weapon they will be forced to drop it. The next step is to take a step forward and swipe the target's leg out from under them, causing them to fall on their stomach. While they are falling the fighter pivots behind them, still firmly holding the wrist of the opponent. From this point, they can suppress the victim by placing a knee or foot on their back to keep them down. To inflict further damage, the wrist, elbow, or shoulder can be broken simply by further twisting and pushing up on the arm/wrist.

                                          • Face Time B [costs:75]
                                          This can only happen when an opponent punches, thrust attacks, or tries to grapple. After minimizing the hit by maneuvering, the fighter will first knock away the arms of the target with either a hit or standard pushing (for one armed attacks or two, respectively). Next they will step forward and grab the crown of the target's head and pull down. As they do this, the fighter will push off of the ground and drive their knee right into the face of the victim. The next step is to disengage and shove the poor b*****d sharply into the ground, face first.

                                          • You're locked in here with ME B [costs:75]
                                          This can only be used when an opponent has grabbed on to the fighter. Before the move is carried out they will hold the target firmly with the hand closest to where they are being held. From here, they can deliver any number of hits from that position. They can easily break the arm they are holding with their knee, punch them in the head or chest, or even kick at them. The fighter can also jump and perform an arm bar with their legs on their neck and chest to keep the victim hard in place. This will of course knock them to the floor if that is the course taken.

                                          • Lasting Limp B [costs:75]
                                          This can only be done when the opponent kicks at the fighter. They will hold their ground, regardless if the kick is meant to send them flying via energy, and latch onto the leg of their target. The fighter will them drive their elbow straight down and into the knee cap of the victim, breaking it. They'll then pivot and straight toss the poor b*****d away from them.

                                          Weapon

                                          Phantom Knee D
                                          From a crouch, you rise, bringing your knee into the opponent's stomach. If your opponent is taller, you can charge the move to jump when you do it, causing more damage, and reaching whatever height the target is at. This is a perfect countering move, quick and effective.

                                          Jade Strike D
                                          Taking a step forward and lunging at your enemy, the user will thrust their claw gauntlet forward in order to stab through flesh with its piercing metal.

                                          Double Death Fist D
                                          With their claw gauntlet, the user will create a fist in order to strike at the opponent, smashing their fist into the stomach. The moment the fist makes contacts, the opponent will undoubtedly get the wind knocked out of them, since the gauntlet makes for a stronger punch. It is at this moment that the user will slash upwards with their claws, letting the metal rip upwards through their flesh.

                                          Shadow Slicer C
                                          By taking a step forward and throwing yourself down on your knees, the user bends his torso back, sliding beneath an enemy attack aimed for the upper body. At this point, the user will swing their blade along with the slide in order to take out their legs in one fell swoop.

                                          Quick Revenge C
                                          The Quick Revenge is a skill used for maximizing the damage created from a thrust. Lunging forward, the user will thrust their blade into their opponent's body. Before the tip of the sword makes contact, the user will twist their arm, causing the sword to twirl within the user's hand. This stab and twist motion acts like a drill that causes immense damage, creating a wound that takes longer to heal even by Clerics. This can also be used with the claw gauntlet.

                                          Midnight Launcher C
                                          Grasping the blade with both hands, the user will take a step forward and twirl their body. Coming around full circle, the user will swing their sword above their head and coming around full circle from below. Similar to a golf swing, the power gained from the momentum is so great that it will send even the biggest of foes flying into the air.

                                          Double Death Thrust C
                                          Requires Double Death Fist, Quick Revenge
                                          This skill is a combination of the Double Death Fist and Quick Revenge. The user will punch forward, knocking the wind out of their opponent. After doing so, the user will thrust their blade forward, piercing the point in which the punch landed. Using Quick Revenge, the user will twist their arm in order to produce the devastating drill effect.

                                          Cannonball Splitter C
                                          Rushing at the enemy, the user will flipped forward and into the air. Coming above the enemy, the user will plant both feet unto the chest of the enemy. At this point, they will push off of them, knocking the opponent back as they bring their sword from above their head and slash downwards.

                                          Stride C (Can only be learned at Adept)
                                          Requires Energy (B rank energy if wanting to make it stronger by one rank)
                                          This skill is probably the most useful skill in the possesed demon style. The user will gather energy and in one quick burst, explode it out of their body in a single direction. This could be from the left, right, back or front. The blast of energy will launch the user in the opposite direction, giving a quick boost in speed by one rank. This skill can be used in conjunction with other skills, or can be used for a quick getaway to avoid attacks. (A cooldown of one post is required to use this skill again.)

                                          Energy Edge B [costs:75]
                                          Requires Energy (Can not be powered up)
                                          By coating a layer of energy over the claw gauntlet, the user can increase the width and length of their claws. The actual extension is pure energy, and so is invisible to the eye. The Energy Edge can only go a maximum of one foot above the length of the blade and half a foot over the width of the blade, but it is a good price to pay for an invisible extension to the claw gauntlets. The Energy Edge lasts for three posts before having to expend energy again.

                                          Fatal Buster A
                                          Energy Required (S Rank energy if wanting to make it stronger by one rank)
                                          Leaping into the air, the user will bring the sword from behind them and lift it over their heads, swinging straight down, after charging your sword of course. A devastating attack that damages the opponent even if it doesn't hit. Should the attack miss, the user slams their blade unto the ground, creating a powerful shockwave blast of energy that will knock back even the strongest of foes several yards. A truly powerful attack that creates craters upon where the blade lands.

                                          Advanced Energy Edge S (Can only be learned at Master Rank)
                                          Energy Required (Can not be powered up)
                                          Although the widening and lengthening of the claw with energy is still performable, this techniques power lies in its elusiveness. Covering only the length of the users claws in the invisible coat of energy, this energy edge holds the capability of cutting through shields made of energy related skills of A rank level and below, as well as the lesser energy edge as well. The true power of this energy edge is its ability to create arcs of energy as long as the user can swing the blade on the user's hand, which can travel through the air unnoticed towards an opponent, cutting with the same strength it had while attached to the claw. Three arcs can be made before having to reform another energy edge, but it is a well worth it price to pay for a deadly and invisible technique. Also, cutting through an energy based shield will not only destroy the shield, but also the energy edge, meaning that the user will have to form another energy edge.


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                                            CHARACTER INFORMATION


                                        Personality: Shinzo is not a social person, he has spent alot of time alone so he does not know how to react to alot of social situations. He will seem scary to most and he does not go out of his way to make conversation. He likes to work alone and hates working as a team. He even once went off without the last team he was forced to be in and took down the target. However the target took him down almost and the team had to save him. His stubbornness still stands to this day but he is more mature and thinks before he acts.

                                        After the war and losing his friend to the enemy, Shinzo took himself away from society and meditated in the mountains. It was there he became halfway between peaceful and angry, keeping complete balance within himself. He is confident with his own skill and will still try not to take a life unless it is needed or cant be helped.

                                        Sexuality: Asexual (ain't nobody got time fo that)
                                        Quote: Balance is absolute, that is the way of the world
                                        Height: 5"11
                                        Weight: 10 stone
                                        Eye Color: Gold
                                        Markings: Contract tattoo on his right forearm for his summoning creature
                                        Favorites:
                                          • Color: Red
                                          • Food: Anything with meat or chocolate
                                          • Animal: Wolf
                                          • Weapon: Clawed gauntlet


                                        Theme Song:
                                        Battle Theme:


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                                            BACKGROUND INFORMATION


                                        xxxxx
                                        Shinzo was born in the anima valley in the confederation of Yuran. His father no where to be seen and no one to support the two. Shinzo learnt to survive at an early age. For the first decade, he grew up thinking he was a human, but after his 15th birthday he knew he was different. His mother told him the truth and she also began his training. He was taught the code in which reapers lived by and how to fight with his gauntlet. The two moved around every few years, keeping their secret as safe as possible. The boy grew as a warrior and once he looked old enough he became a squire to a paladin. The man looked after him while they were out on missions and he even trained the boy. It took 5 years for the paladin to find out what Shinzo really was, and surprisingly he took the discovery well. He even showed Shinzo the basics of being a paladin and gave him a steel clawed gauntlet which was to be used once the reaper was recruited fully into the paladin order. However their time together was terminated when the paladin took on a Lich and was killed. Now Shinzo is looking for a way to get into the order as he wants to surpass his mentor and become a strong paladin warrior.

                                        Shinzo made his way to Yuran where he trained to become a soldier for the nation and to become stronger. His plans came to a sudden halt as the destruction of Yuran took place. It was there Shinzo's powers as a paladin and as a reaper were truely unlocked. After the fall of his nation, Shinzo made his way quickly to Kranilla to try and assist them. Shinzo knows one day he will be called upon by his people so he trains himself as much as possible even during the war as that time may come soon.

                                        After the rebuilding of Yuran, Shinzo encountered his old commander who he fought, almost costing shinzo's life. Shinzo's partner Percita was taken away from the lad as he was beeding out on the floor from the battle. Angered by this defeat, Shinzo disappeared into the mountains where he studied the ways of air and his connection with the element bacame something new. Shinzo was the first to create an ability that let him become one with air itself. With his new found arsenal of magic, a new weapon and a contract with a summoning creature. The boy will rescue his friend and take on Kumori one last time.



PostPosted: Sat Dec 06, 2014 1:11 am


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ren
                                          Nicknames: none
                                          Age: 25
                                          Birthdate: 25th September
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vangelist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Expert
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: knight
                                            Sub-Class: n/a

                                          Strength: 9
                                          Speed: 7
                                          Damage reduction: 1
                                          Sin: none
                                          Gene Mods: Antimage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive one rank less damage from magic as well, taking fairly reduced damage from all magic. You can also sense magic and gain +2 speed after destroying a spell, for 3 posts. This stacks up to three times.

                                          Energy Color: Purple
                                          Energy Meter: 1930
                                          Element: Fire
                                          Battle Strength:
                                          • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
                                          • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
                                          Battle Weakness:
                                          • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison.
                                          • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy.
                                          • Machines (including advanced custom weapons) are often prone to explosion when hit with enough fire. Fire of the same rank as your machine/weapon will instantly explode it, if it makes direct impact.

                                          Fights Won: 1
                                          Fights Lost: 0

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


                                          Talent:


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                                              EQUIPMENT INFORMATION


                                          Weapons:

                                          Serpentine


                                            RPC Name: Ren
                                            RPC Rank: Expert
                                            RPC Class: Knight
                                              RPC Sub-Class: Shadow-Knight


                                            Weapon Name: Serpentine
                                            Weapon Rank: A
                                            Weapon Type: Chain and sickle
                                            Weapon Description:

                                            User Image

                                            An intricately designed sickle measuring 4 feet, it has 1 main blade and 7 smaller blades attacked to the main body of the weapon. The chain is made up of bladed segments, when if it first recalled by the wielder it measures from blade to mace at 12 ft. The mace on the end is smaller but more heavy as it is used as a blunt weapon. The wielder places their own dark aura into the weapon so they can control its movements, leting it fly through the air like a snake.

                                            Weapon Passive Abilities:


                                              • Puppet Master [ C ] The wielder after summoning this weapon can control its movements without even touching it. At first the wielder has to use their hands to control the movements but after a while the wielder can just use their eyesight and mind to control this weapon.

                                              • Mental Poison [ A ] Those who are cut by the chain or the blade will be poisoned by the weapon. The poison seeps into the nerve system and into the brain where it will gradually mentally haunt the target. Making then see monsters that are not there and seeing all kinds of illusions. Those who are healed by a cleric or templar can be saved aswell as bloodlines who can negate negative effects.

                                              • Hungry Python [ B ] When this weapon tastes blood, it will grow with each cut inflicted by one chain segment. The length resets after each battle and its length does not hinder it.


                                            Weapon Activated Abilities:


                                              • Cover yourself up! [ C-A ] The weapon flies around the wielder forming a shield to protect the wielder from incoming projectiles and attacks. The wielder must spend energy equivalent to the attack they are being protected from.

                                              • Snake Fangs [ B ] The blade lights up and grows double its size. The poison it exerts is more potent while this ability is active aswell. This move can not be used at the same time as any other ability that is not a passive.

                                              • Becoming one with the boulder [ C ] A tricky ability to use in battle but it allows the weapon to do more damage. The weight of the blade increases dramatically and is usually used when it is above the enemy. The blade can no longer fly through the air until this move is deactivated.




                                          Armor:

                                          • Steel cap leather boots





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                                              SKILL INFORMATION


                                          Elemental

                                            • Fireball E
                                            Prerequisite for all abilities
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

                                            • Flame Deflection E
                                            This spell uses energy equivalent to the power of the deflected fire-based attack.

                                            • Flame Dagger D
                                            Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.

                                            • Flame Launch D
                                            The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.

                                            • Flame Punch/Kick D
                                            As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.

                                            • Flame Whip D
                                            Requires Fire stream
                                            An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.

                                            • Fire Stream D
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            • Blaze Arcs C
                                            Requires Fire Stream
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            • Fire Bomb C
                                            Requires Fire Stream
                                            A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.

                                            • Blaze Kick C
                                            When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

                                            • Shield of Flames C
                                            Requires:Flame Deflection
                                            Creates a protective fire shield around the front of, or the whole body of, an elementalist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.

                                            • Bomb Fist C
                                            Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.

                                            • Flame Blade B
                                            Requires Flame Dagger and Blaze Arcs
                                            A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.

                                            • Fire Lashes B
                                            Requires Fire whip
                                            Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.


                                          Bloodline
                                            • Human Revolution
                                            All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation.

                                            •Antimage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                            Lose Yourself
                                            A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

                                            Trainee - 150 energy
                                            Novice - 300 energy
                                            Adept - 500 energy
                                            Expert - 650 energy
                                            Master - 750 energy
                                            Sage - 1000 energy

                                            • Beneath the Skin B
                                            Requires: Adept
                                            This ability is the foundation of creating powerful custom weapons and technology. Using your augmentation, you can learn to synchronize with tech and minimize the negative effects of high voltage and even radiation against your body. This ability can be activated in order to synchronize with a weapon of yours that would otherwise be physically harmful to wield.


                                          Class

                                          Knight

                                          Traits
                                          • Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
                                          • Knights have access to a standard set of skills regardless of their specialization.
                                          • Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may only utilize certain weapons (i.e. Reavers gain a sacrificial dagger). This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands.
                                          • Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.


                                            • The Claim Passive
                                            Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed as his own is stronger by one rank, and it must be forged by the knight himself. (You don't actually have to write a detailed post forging it. Just go to the weapon shop in your city or the forge or whatever and say you forged it while you were there.) Each Claimed weapon must also be approved in the Custom Weapons thread.

                                            • Return E
                                            A knight without his blade is useless. This skill, for its low costs, is essential for any knight. This gives the knight the ability to return any sword that they have Claimed to their hand.

                                            • Shockwave D
                                            A simple move for the knight. By swinging their sword with great force, they cause a wave of energy to travel across the ground in a straight line towards their foes. When it reaches a point close enough to the opponent, the energy in the skill will suddenly shoot up from the ground with a piercing effect. Capable of piercing through defenses one rank higher than the knight.

                                            • Endure D
                                            A knight is trained to ignore the pain of their wounds and keep fighting, this skill will suppress the pain you feel for five posts but you don't regenerate those wounds unless you are healed. This skill does not heal wounds. Once the effect is over, the pain comes rushing back.

                                            • Commander's Call D
                                            In an attempt to rally up any allies, the Knight will call out to his allies, giving them a temporary boost to strength and speed (+1 to each). The Knight himself is included in the Call. The boost lasts 2 posts.

                                            • Battle Cry C
                                            As if charged with the will to always fight, no matter what, the Knight will cry out before the battle starts. This cry, the words are up to the knight, will allow the Knight to allow both he and his companions to fight with increased valor and strength. Their energy output nearly doubles and they can cast more skills than ever, for less energy. One rank less energy to be exact, for three posts.

                                            • Dauntless In All We Do! C-S
                                            Fear is a something knights are trained to forget. As death faces them, they fear not. As a result, they become pretty ballsy, and charge like, everywhere. Eventually, other effects were also adding to their training regimen. When affected by some form of ailment or effect, the Knight can literally just shake it off. Energy costs depends on the rank of the attack. Passives costs C Rank, and to eliminate a seduction, the knight must match the rank of the succubus or incubus in energy.

                                            • Champions of Valor B
                                            By exerting his energy like an aura around his companions before battle, the Knight is capable of granting them the same protection that often keeps him alive. For the duration of 4 posts, the Knight's allies gain +1 rank in damage reduction to all skills.

                                            • They Call Me A Hero A
                                            In every story, there is a hero and a villain. The villain perishes while the hero lives and beds multiple women. Before that happens, you gotta end the battle right?! After using this skill, the user sets up various disadvantages for his opponent, since the villain is always weaker than the hero in the end of the story. The disadvantages build with every post that goes on. The first post, the opponent suffers a stat reduction of -1/-1. The second post, the opponent begins to get flustered with his attacks, being limited to only 3 per post. In the third post, the opponent will find his skills are weaker than he thought, as he faces a reduction in damage he deals by one rank. In the fourth post and final post, he finds that the amount of energy he expends is one rank higher than normal. For the fifth post all these effects linger, and on the sixth they are purged. This has a cool down of 6 posts.


                                          Sub-Class

                                          Shadow-Knight

                                          Traits
                                          • Reaping Abilities: Shadowknights are capable of grabbing a living creature and stealing their life force to heal themselves. This includes allies, opponents, monsters -- really anything the Knight can get their hands on.
                                          • Fear Me: Any creature who tries to inflict a passive effect on a Shadowknight has this effect reversed. And strengthened by one rank. Excludes Templars.
                                          • I Serve the Dark: When you start out, you already have the attention of a demon who can give you a mark, assuming that this mark comes from a demon loyal to Kala or Vaet Nocturnum.
                                          • I Prey on the Vulnerable: Any creature or being that does not practice holy magic suffers a -1 rank in defense against all of the Shadowknight skills, except for other Shadowknights.
                                          • I Am The Nightmare: Shadowknights instill fear to everyone on the battlefield. This nightmarish trait does not discriminate based on rank. Anyone of any rank will feel the uneasiness caused by this trait. Enemies your rank and lower are automatically susceptible to the Shadowknight's "Horror" ability. Those above him are not.


                                            Sense Evi/Goodl Passive
                                            Depending on the alignment of the Templar they will be able to release a wave of energy that detects Evil or Good, the opposite of them. This wave will immediately reveal the presence of those types of creatures. The Templar need be wary of when this is used for it also reveals their presence to these beings as well.

                                            Aura of Hope/Despair D
                                            The Templar has access to a set of buffer skills for his allies, and for himself. Passively, the Templar will radiate an aura that finds and seeks allies on the field, giving them an uplifting and empowering feeling. For each body this aura affects, all affected allies gain potency to their next ability.

                                            Circle of Un/holy Protection D-S
                                            Limits: The templar must stay in combat constantly in order to use this skill.
                                            The templar gathers in energy towards the core of their body, absorbing as much of their steel will and steadfastness as possible. Within a quick moment, the templar generates a powerful circle of un/holy energy. The power of the un/holy circle matches that of the Templar's own rank, becoming stronger and more potent than it's previous rank. The Skill cost also scales with the strength of the templar, making it cost more the stronger they get.

                                            - Novice Rank: D-Energy
                                            The templar releases the circle, ranging to 10 feet radius that becomes a singeing sensation to any unholy being around him. Summoned un/holy minions of D-rank or below are deconstructed if they are not empowered by a necromancer or whatever holy creature makes things.

                                            - Adept Rank: C-Energy
                                            The templar releases their circle with their emblem of devotion, ranging to 15 feet radius, this makes it even more powerful against the un/holy who are weaker than they are. The unholy who are in the circle near the user will find it more difficult to move around than they used to(-1 to speed.) Un/holy structures of C Rank and below are deconstructed.

                                            - Expert Rank: B-Energy
                                            The templar releases a greater circle of protection against the unholy, reaching to about 20 feet in a radius, those who are weaker than the templar will find it difficult to even fight. This inflicts enemies with three ailments, Nausea, Vertigo, and muscle atrophy. This even makes it worse for enemies to move as well (-2 to speed.)

                                            - Master Rank: A-Energy
                                            The templar creates one of the strongest circle of protection around them, circulating a total of 70 feet around them. Those of un/holy origins that are inside the circle who are weaker than the templar, who remain in the circle for over 1 post, will be quick to submit as Expert Rank enemies will find it near impossible to move (-3 to speed) while Adept and below will pass out from the holy pressure around them.

                                            - Sage Rank: S-Energy
                                            The templar creates their most powerful circle of protection around them, extending to a full mile away from where they stand. All enemies who are not the same rank as they are, are met with crippling gravity, reducing their jump, speed, and even movements vastly. The enemy MUST be on the templar's level before even attempting to fight the Paladin.


                                            Shield of Light/Darkness E
                                            Its a basic shield made of un/holy energy. The light is hard to look in to because it is incredibly bright, as the darkness is equally vague and seemingly never ending. Last for 5 post and is as strong as Iron.

                                            Armor of Light/Darkness D-SS
                                            Utilizing light/dark a templar can solidify it around their body as a primary level of defense. It can defend against a magical or physical attack of its rank, and as many lower ones as possible.

                                            Holy Light/Unholy Blot D-SS
                                            The basic skill of the templar class this is where it all begins for them. They slash at you and the slash will fuse with a beam of blinding holy light. As it scales, the light behind the blade grows. At SS rank, this light illuminates an entire city, causing blindness for 3 posts. 2 posts at S Rank. 1 at A Rank. B-D ranks just illuminates the area that the templar is in, and causes momentary blindness. The unholy works in the exact same way though it uses darkness to remove the ability to see, rather than overwhelming eyes with too much light.

                                            Steadfastness D-SS
                                            The Templar fills their feet with holy energy. They do this to hold ground against even the toughest hits and most powerful attacks as the holy energy in their feet keeps them stuck firmly to the ground so that they cannot be knocked over or forced to move. This prevents them from being pulled by energy based moves, even. You must use one rank less energy to avoid being pulled in by a skill.

                                            Slip of Truth C
                                            The Templar and the person the Templar is talking to begin to slowly synchronize their energies, to the point where the Templar's energy is on their level as an illusion. As they talk, the templar can ask them a question, but using the enchanted words to bring the truth out of their fellow talker. The one who hears: 'Speak only the truth.' Will be compelled to answer the question truthfully and honestly. The only way around this technique, is if the person is able to resist any illusions or hypnosis.

                                            Un/Holy Weapon C
                                            Creates an object, usually a weapon, entirely from light (no physical substance is needed). The weapon is as strong as the average weapon of its kind in most cases. When used against un/holy creatures, it does twice as much damage and is twice as durable.

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

                                            Chains That Bind C
                                            The Templar doesn't always have to kill, some times he needs to extract information, and for him/her to do that the templar would need to bind the person. Chains made of un/holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However, this skill can be dodged. Lasts for three post. It would take 9+ strength to break these bindings. Anyone who has a weakness to Un/Holy magic suffers a residual burning effect for as long as the chains are making contact with them.

                                            Falter C
                                            The caster will use their own good aura, to afflict the target's mind, making them think about all the bad things they've done, from taking a cookie without permission, to killing a man in cold blood. This causes their attacks to cost a rank more, thus draining them faster. Those afflicted with this ability will have it only last a total of three posts, no ifs, ands or buts. It even works if the person is somehow crazy and claims to not feel emotions (a mary sue). For unholy aligned templars it forces their good natured foes to feel terrible urges, plaguing them with dark desires they would never normally have.

                                            Temple Body C
                                            The Templar's body is considered to be the same as a temple or Church of their Order or Sect. This skill when activated empowers the templar and their allies around them. increasing size and duration by 1.25x.

                                            Minor Heal C
                                            A neat skill that allows the Templar to heal broken bones and damaged tissue while in battle and rather quickly. Major organs may not be repaired.

                                            Un/Holy Rain C
                                            Limits: Must have an element. Must be used outside. Five post cool-down.
                                            After a post of preparation during which the user is hindered in no way, a gentle drizzle will fall down into the entire thread for five posts. The effects of this rain will vary depending on the element of the user and the people it hits. After using Un/Holy Rain, it cannot be used again for five posts.

                                            - Water: Heals all minor wounds, fatigue, etc.
                                            - Fire: Painfully burns all un/holy beings. The burns will distract even the most hardened of individuals but are not fatal in any way.
                                            - Earth: Causes the ground (regardless of what it's made of) underneath unholy beings to turn muddy and have an effect like quicksand while the unholy being is in contact with it. If it doesn't outright trap those who are caught within it, it will slow them down. After the skill is finished, the mud dries up quickly (less than one post) and can be easily broken through.
                                            - Wind: Gives holy beings the ability to fly/levitate (but be careful to not be too far from the ground after the skill ends) and keeps un/holy beings from being able to hear and smell.

                                            Judgement B
                                            Requires: Un/Holy Light
                                            You form the holy light around your weapon with so much power it would destroy unholy beings quickly. A wound created by this attack cannot be healed if it was inflicted on to un/holy or good/evil creatures.

                                            Sacrifice B
                                            Requires: Adept rank
                                            Though this could possibly be deadly to the Templar he or she may use this skill to save someone from harm. They will both be INSTANTLY covered in dark/light and any damage the person being saved will be transferred to the Templar exactly, saving their ally from any harm.

                                            Divine/Profane Chamber B
                                            By fusing your powers into spears they will form a barrier once they are stuck into the ground. This barrier is made out of un/holy darkness/light and will burn foes who touch them. You however can attack with a melee weapon into the barrier, breaking it from outside but this will fuse your weapon with the power of un/holy energy. The barrier is hard to destroy and can take up to a B rank attack.

                                            Dawn/Duskblade A
                                            Limits: Must know 'Un/Holy Weapon' skill.
                                            The Templar brings into existence and upgraded version of the 'Un/Holy Weapon' they use for the skill. This skill only works at night and only against 'evil' creatures. It acts in exactly the same was as the 'Un/Holy Weapon' skill it is just significantly more potent

                                            Blessing: The Unshaken Temple A
                                            Limits: Must be capable of using 'Temple Body'
                                            A completely different skill from 'Temple Body'. It requires it as a prerequisite as it shows the Templar's strength of character throughout their career. A Templar capable of using this skill can bless themselves before heading into combat to change the makeup of their body. When using this skill the Templar's skin shines brightly as each and every cell in their body is infused with holy energy. An unholy aligned templar would be surrounded by inky darkness and alight with a dark energy aura. Unholy/evil nature abilities are reduced in potency by 1.25x when they hit them.

                                            Arm of Righteousness/Irreverance A
                                            Requires: Adept rank
                                            The weapon arm becomes embodied with a large amount of un/holy energy. Releasing this as a strike a templar can ignore armor and strike at the very being of a person. A good aligned person would feel the heinous energy tearing at them just as equally as an evil aligned person would feel the divine energy. This can cause serious internal damage like hemorrhaging, collapsed lungs, etc, all based on where the templar strikes.

                                            Righteous/Profane Strike A
                                            Requirements: Un/Holy Light, Judgement
                                            Using the same idea as Un/Holy Light and Judgement, the Righteous/Profane Strike becomes something a bit more. Intent on making the strike hit, the Templar will take a sudden leap to quickly close the distance between the user and the opponent and will suddenly slash at the enemy with an un/holy charged ability.

                                            The Darkest Day S
                                            The Templar will imbue their body with holy energy, increasing their ability to protect exponentially. A un/holy /darknesslight will wrap around them and shroud them in a shining light. This divine/evil presence empowers the Templar. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Templar skills past B rank. That state lasts for three posts, following a seven post cool down.

                                            Soul Judgment S
                                            Requires: Master rank, judgment
                                            You create a circle around you of light/darkness that is approximately seven meters in diameter. This circle will suddenly expel un/holy light/darkness with as much power as the judgment constantly as long as you keep your weapon into the ground. After clutching the hilt of the blade, the user will suddenly leap forward at incredible speeds, at a speed that they can't reach by any other circumstance, and slash at their target. The attack doesn't end with the slash. A large projectile will shoot out from the blade, should anyone attempt to back away from the attack.

                                            Smite SS
                                            The user will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames or black/purple flames. The user will suddenly shoot the un/holy flames toward the opponent at high speeds that will attempt to follow the target until it hits something. Must have at least 14 speed if you want to outrun the flames, otherwise you have to block the attack. The flames can burn right through metals and skills of the same rank. A barrier of equal rank is required to nullify. On un/holy beings, this skill is increased in potency rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cost an opponent a limb, or even his life.

                                            • Soul Art: Dying Knight S
                                            Limits: Can only be used prior to a death blow & must be Master Rank.
                                            The shadowknight who is in a near death state, can choose to embrace the closeness of the Grim reaper himself. The user will vanish from sight, re-appearing afterwards in a dodged state. The shadowknight will be stripped of their armor, with only their dark energy and an ancient looking scythe in their hands. The user quickly strikes the abdomen of the foe harshly to force them to bend over, rising up for a shadow knee and sending themselves, with the enemy, into the air. The user will then reach out and grab the face of the opponent, their dark energy transferring the user's life force with the opponent's own life force. They land with the back of the enemy's skull first into the ground before the user releases the grip. Due to the life force change, a choice comes to mind for the now revitalized Shadowknight, mercy or none. If the shadowknight chooses no mercy, he will simply raise the grim Reaper's scythe up and bring it down, splitting the skull of the enemy in two and sending their weak soul to the underworld along with the energy of the scythe.



                                          Shadow-knight: Disciple of Nekron (Aditional skillset)


                                            Skill Name: Black Amaterasu Gate
                                            Skill Rank: D-S
                                            Skill Description: The dark version of the Templar's "Amaterasu Gate" and a ability used to cause alot of damage. This gate combines death energy itself and the dark aura of the caster to create an ability to swallow light. The caster performs the reverse hand mudras to the templar version of the spell before bringing their hands together to create a mini black hole looking ball of magic. This ball of energy sucks in all shadows and dark energy from the environment and the caster/people nearby (this takes 1 post). Once the correct amount of energy is absorbed, the caster stretches out their arms and slams their palms together, breaking the energy ball and swallowing the templar version. The user must spend the energy equivalent to the templar's Amaterasu.

                                            Skill Name: Nekron's Glade
                                            Skill Rank: B
                                            Skill Description: A blade feared by holy people and beings for centuries. This sword can be crafted by the caster and carries a green aura about it once casted. The sword does not attack the physical body but the soul instead. If someone is cut by this blade then the damage will stay with them in the afterlife. If one is stabbed by the blade then the soul is destroyed. This sword is affected by armour like a normal sword, it just damages the body differently.

                                            Skill Name: Void Step
                                            Skill Rank: C
                                            Skill Description: Death energy resides all around us and Nekron found he could harness this energy and use it with his own shadow-knight powers to create a short range teleportation/flicker ability that lets the caster disappear in an instant and reappear within 10 meters within their sight-line. This ability also is low costing so it can be used multiple times in combat.

                                            Skill Name: Reaper Cloak
                                            Skill Rank:
                                            Skill Description: The duality cloak of the reaper himself, woven by threads made of death energy and the aura of the caster. The robes allow the caster to step through walls and protects the caster from physical melee attacks (which do 1 rank less damage to the wearer). The price of wearing the robes however is the high energy cost and skeletal minions de-stabalize and deteriorate. The wearer may also feel a bit weak after wearing the robes for too long and so the robes can not be worn for more than 3 posts. If they are worn for longer then the caster could pass out.

                                            Skill Name: Reaper Deathscythe
                                            Skill Rank: A
                                            Skill Description: A weapon creation ability fused with an energy based ability. The reaper deathscythe is formed similar to the reaper's cloak, a scythe made of purple energy. It does the same damage as a normal weapon but when the reaper swings it with the intention of killing, the scythe discharges an energy wave that cuts through A rank material. This ability lasts until the weapon is discharged and can only be used while the caster is wearing the reaper cloak.

                                            Skill Name: Nekron's Glare
                                            Skill Rank: SS
                                            Skill Description: Nekron's final piece of work before he died and a spell used to take down kingdoms. The caster performs similar hand mudras to the black Amaterasu gate ability but instead of using environmental energy, they use energy from nearby and willing living beings and themselves. Scars made of black energy start to crack along the skin of the caster and their magical signature begins to spike un-control ably. After charging for 4 posts the caster lets the energy exploding outward, destroying all in its path aswell as the caster. The blast radius is roughly 2 mile radius sphere. Those who perish in this blast only leave behind crumbling black bones and the land is scared with the magical signature of the ability forever



                                          Hand-to-Hand/Weapon


                                            Great sword

                                            Buster D
                                            Requires Energy
                                            This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.

                                            Cross-slash D
                                            Requires Energy
                                            As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.

                                            Royal Stab C
                                            After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force

                                            Twin Moon C
                                            This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.

                                            Relinquish C
                                            This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.

                                            Outrage C
                                            This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.

                                            Feint C
                                            This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.

                                            Energy Slash B
                                            Requires Energy
                                            After focusing energy into their sword the user will then make one large slash and send a large wave of energy out in a crescent shape. this wave of energy has the cutting power to easily cut through a brick wall.


                                            Tiger Blitz A
                                            Requires Energy
                                            This skill is by far one of the most useful skills of the Greatsword. The user gathers their energy at the tip of the blade and lunges forward, thrusting the blade unto the opponent's shield. As the tip touches the shield, the user transfers their energy unto the shield. After the energy transfer, the user will raise their blade above their head and slash downwards, breaking through and slashing the shield apart. This works for physical and energy based shields.


                                            Bonecrusher A
                                            Requires Energy
                                            Focusing energy on the blade, the user lunges forward, their blade dragging behind them. Stopping in front of the opponent, the user slashes horizontally with so much force that the user will spin not once but twice, performing two powerful slashes with their blade. Stopping the flow, the user will slash in the opposite direction from the first strike once. The power of this attack will decimate through an opponent's block, injuring the opponent's arms to the point that they could break, if not put severe strain. (Cooldown of 5 po
                                            sts)

                                            Dealing Embers S
                                            Energy Required
                                            You raise the sword high over your head and charge one side of it with so much energy that when you slash downwards onto your opponent the sword causes an explosion like force the moment it touches anything, even a hair on your opponent's skin. This does not harm you or your sword but it can easily break weak defenses and shields. Not only that, but even if the attack misses, the explosion of energy extends to two meters (About 6 feet), sending the opponent back and leaving them open for a second strike.


                                            Wind Cutter S
                                            Requires Energy
                                            A Lightning-fast attack allowing the user to draw, slash and re-sheath their sword in an instant. While slower than Quicksword, it is more accurate and needs no energy in the sword, the user still has to channel it into your hand though. but its a high burst of energy (B-ranked)..... allowing the user to perform continuously without tiring very easily (Can preform for 25 posts, then must wait 30 before being able to use it again.). This technique is the hardest to master, but once mastered becomes an offensive and defensive attack.


                                            Requiem Strike S
                                            Requires Energy
                                            The user jumps straight up into the air as high as they can, their sword trailing along with them as he looks down at his opponent. In mid air, the user will send a blast of energy from behind, using it to launch themselves at incredible speeds at the opponent. The user will then slash diagnally as they come down a single strike to cut through the toughest of foes. Only a truly experienced fighter can even follow the fierce attack...


                                            Requiem Destruction SS
                                            Requires Energy
                                            This attack can only be performed once per week in real life and not in the same battle. It has the same setup as the Requiem strike, jumping up, gathering energy and using it to launch themselves towards their enemy. But instead of slashing through an enemy, the user will slash at the enemy, stopping in front of the opponent and slashing vertically and landing on the ground. From this point, the user will swing their blade upwards and send the opponent into the air, going along with the momentum of the blade and going into the sky. At this point, the user will grap ahold of their blade, energy gathered at the tip by this point as the user swings the blade down in mid air. Even if the user misses, the moment the user's blade touches the ground, the energy gathered on the blade will explode outward, causing pure destruction in an area of 5 meters.


                                            Chain and sickle

                                            • Fulcrum Smash/Slash D
                                            The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

                                            • Weight Smash D
                                            The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

                                            • Chain Wrap D
                                            The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

                                            • Chain Block C
                                            The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

                                            • Whirlwind Strikes C
                                            Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

                                            • Hooking Pull C
                                            The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.

                                            • Hanging Wrap B
                                            This technique is generally done when the user is above the enemy or quickly rising. The user allows for a large amount of slack between their hands and wraps it around the opponent's neck, yanking them skyward. With enough force this could easily snap a neck.

                                            • Spinning Bone Crusher B
                                            The user holds their blade close to themselves and manipulates the chain to constantly send the weight flying through the air. It is used to create a torrent of attacks that continue until the user is interrupted. The weight, if it makes contact, will fracture bones on impact due to its speed.


                                            • Torrential Weight Smasher S
                                            The user will hold the chain from roughly a mid point, with enough slack between their hands to be used for blocking. Through a series of spins, twists, leaps, and other acrobatic maneuvers that would force the chain to spin they unleash a constant torrent of attacks with both the bladed end and the weight.


                                            • Shredding/Smashing Spiral S
                                            This combination is initiated when the user has managed to either stab a large portion of their blade into the enemy or wrap the weight and chain around a large portion of their body. If the blade was used to catch the enemy then they will begin to spin the weight at such a fast pace it seems like it is constantly smashing into the enemy. The weight's speed and mass is enough to inflict terrible contusions and easily break bones. If the weight and chain were used to wrap around the enemy the user will



                                            Scythe

                                            Evil Moon C
                                            You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

                                            Torment C
                                            Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

                                            Off with their heads! C
                                            A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

                                            Lotus Flower B
                                            Requires Energy
                                            The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.

                                            Devil's Wheel B
                                            Requires energy
                                            The ground version of Lotus Flower, the user will channel their energy at the blade of the scythe. The energy cuts through even one foot from the blade, the energy so sharp and powerful. The user will then proceed to spin several times, stretching out the scythe to get maximum range for this attack. The user will be able to move their arms up and down, being able to counter attacks from below or above by doing so.


                                            Reaper's Touch A
                                            Requires Energy
                                            Reaper's Touch is a powerful skill that uses the wielder's energy to draw in the opponent close to them for the final strike. The user will first slash at the opponent. Should the strike miss, this is when Reaper's Touch is activated. The user will use the momentum from the missed slash to jump into the air, dodging any oncoming attack by jumping above them. By this point, the energy gathered by the user will begin drawing the opponent in, even from yards away the strongest of foes will be sucked in by the user's energy. At this point, the user will slash their scythe downwards, not at the head, but at the shoulders of the opponent. This will completely sever the arm completely. Should the opponent decide to block with a shield or another blade, the user can adjust their strike, performing a downwards Evil Moon.


                                            Reaper's Pinwheel A
                                            Requirements: Energy, Necromancer
                                            This skill takes advantage of the Necromancer's energy bomb and applies it to the blade of the scythe. By doing this, the user is able to strengthen the energy bomb attack by several ranks, to A rank. Bringing the scythe above their heads, the user will swing downwards, unleashing a pinwheel from the blade of the sword. The green, energy based pinwheel will pierce through the air, having so much cutting power that even energy based shields equal to this rank will be destroyed by this attack, shields of lesser rank will be cut through.


                                            Reaper's Dance A
                                            Requirements: Master, Energy
                                            Reaper's Dance is the most powerful scythe attack. It starts out with the user swinging their blade horizontally, slashing at the enemy. Using the momentum of the blade, the user will go into a spin, leaping into the air. At this point, the user will come full circle, their scythe raised above them as they began spinning it within their hands. Channeling energy into their blade, the user will come down, performing a ferocious downwards slash at the enemy. Should the opponent dodge, the user will slam the tip of the blade unto the ground, transfering their energy unto it. At this point, twelve giant spikes of energy towering over 8 feet will surround the user entirely. These spikes explode out of the ground, aiming to pierce through the opponent within a 1 meter radius of the user.


                                            Raging Fist

                                            ▰ ▰ ▰ STAGE ONE
                                            As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

                                            Wavering Fist- E
                                            The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

                                            Iron Trap- D
                                            The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

                                            ▰ ▰ ▰ STAGE TWO
                                            At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

                                            Epic Elbow-D
                                            The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

                                            Violent Fist- C
                                            The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

                                            Hammer Fist- D
                                            The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

                                            Arcing Uppercut-D
                                            The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.

                                            ▰ ▰ ▰ STAGE THREE
                                            The student learns little the next few stages. But they train their bodies adversely. They learn things for a more defensive stance, and countering at this stage. To train for this stage, the student must train their chins, and forearms for countering by striking them against a surface, usually a tree. This is painful, but it makes the bones stronger.

                                            Bone Block-B
                                            A student, will block an attack with his shins/forearms by: If facing an armed opponent, instead of blocking the blade, they will catch the opponent at the forearm, hurting the opponent. It’s essentially the same if blocking an unarmed foe.

                                            Over Hand Crush – D
                                            The student will clasp their hands together, and bring them down upon their opponents head. A simple, and powerful technique as it can send opponents through the floor of a building.

                                            ▰ ▰ ▰ STAGE FOUR
                                            The Student now learns the true meaning of pain. Again, they will not learn much. This time, they will strengthen their legs for the kicks they will learn by running far distances, and doing squats with weights on their backs. After they can do 10 repetitions of 10, they will begin the learning.

                                            Spartan- D
                                            The student will bring their leg up horizontally to their chest, and will put it to an enemy, sending them back. Although the student may modify this to get away from the opponent by jumping off of the opponent, sending both their separate ways.

                                            The Hi-Jack –C
                                            The student, quickly spins, bringing their leg up, and kicking the opponent in the face. Although this is a lethal move, it can easily be turned around by a creative force sending you flying instead.

                                            ▰ ▰ ▰ STAGE FIVE
                                            The student is now a Master. In the last bit of training, he is taught how to affect the area around them with their strength, such as causing craters, breaking walls with single strikes, or even breaking armor. For this, they must be able to endure. To test the endurance, they are made to lift more weights then ever before, and afterwards, are made hang from a tree until they can no longer feel their arms. They must last 3 days in this position.

                                            The Heroic Fist – A
                                            This technique, is one of the most difficult to master, as it can be used for destroying armors, walls, machines, and other various breakable objects. The used begins with a running start, jumping, and bringing the fist down upon the intended target. It’s famous for its looks as well as its power.

                                            The Ice Breaker - A
                                            The user, as if a sumo, puts both hands on their knees, spreading their legs out wide, and lifting both sides one by on up, and bringing them down, crushing anything under them. This technique can break floors and cause small aftershocks to go through the ground, causing enemies to stumble.



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                                              CHARACTER INFORMATION


                                          Personality: Ren is mostly seen as outgoing and cruel when he wants to be. He gets mad easily and will never turn down a fight. He is prideful and that usually is his weakness as his pride will get the better of him.
                                          Sexuality: Hetrosexual
                                          Quote: "Annoy me kid and you will be using a leg and an arm to hobble around for the rest of your miserable life"
                                          Height: 6 feet
                                          Weight: 11 stone
                                          Eye Color: Blue

                                          Favorites:
                                            • colour: purple
                                            • food: Most things
                                            • animal: Dragon
                                            • city: Luimira


                                          Theme Song:
                                          Battle Theme: https://www.youtube.com/watch?v=15JCb6P60Vw&list=PLee-W2X9gNNdx5VtP2aI0TGfuPYPW5vBS&index=126


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Born and abandoned at the Luimira orphanage for boys, Ren grew up fighting and a spiteful child. He would refuse to co-operate and was kicked out at the age of 12 due to the amount of damage he caused to the building and other kids. He left and decided to find someone who would understand him better. A few months of starving and wandering. He stumbles upon a group of shadow knights based outside the city. Learning and gaining new powers so he could make even more trouble than before. His lessons lasted until he was 22 when he fell out with his mentor and the leader of the group. He left his "home" on bad terms with the group and made his way back to the city where he found a new home where he took up random mercenary jobs which included murdering and robbery. He continues to do so until he can find a new goal to achieve.




shinzo_husky

Man-Hungry Man-Lover

8,050 Points
  • Peoplewatcher 100
  • Sausage Fest 200
  • Unfortunate Abductee 175

shinzo_husky

Man-Hungry Man-Lover

8,050 Points
  • Peoplewatcher 100
  • Sausage Fest 200
  • Unfortunate Abductee 175
PostPosted: Sun Dec 07, 2014 5:02 pm


彡 ℜen 彡


User Image




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Profile


↓Stats↓
ㄨ-------------------------ㄨ
Species: Human
Class: Knight
Sub class: Shadow knight
Gene mod: Anti-Mage Revolt
Element: Fire
Energy: 1930
Strength: 9
Speed: 8
Damage Red: 1
Rank: Expert
OOC:
ㄨ-------------------------ㄨ


↓Inventory↓
ㄨ-------------------------ㄨ

Armour:

• Steel cap leather boots


Weapons:

Serpentine


    RPC Name: Ren
    RPC Rank: Expert
    RPC Class: Knight
      RPC Sub-Class: Shadow-Knight


    Weapon Name: Serpentine
    Weapon Rank: A
    Weapon Type: Chain and sickle
    Weapon Description:

    User Image

    An intricately designed sickle measuring 4 feet, it has 1 main blade and 7 smaller blades attacked to the main body of the weapon. The chain is made up of bladed segments, when if it first recalled by the wielder it measures from blade to mace at 12 ft. The mace on the end is smaller but more heavy as it is used as a blunt weapon. The wielder places their own dark aura into the weapon so they can control its movements, leting it fly through the air like a snake.

    Weapon Passive Abilities:


      • Puppet Master [ C ] The wielder after summoning this weapon can control its movements without even touching it. At first the wielder has to use their hands to control the movements but after a while the wielder can just use their eyesight and mind to control this weapon.

      • Mental Poison [ A ] Those who are cut by the chain or the blade will be poisoned by the weapon. The poison seeps into the nerve system and into the brain where it will gradually mentally haunt the target. Making then see monsters that are not there and seeing all kinds of illusions. Those who are healed by a cleric or templar can be saved aswell as bloodlines who can negate negative effects.

      • Hungry Python [ B ] When this weapon tastes blood, it will grow with each cut inflicted by one chain segment. The length resets after each battle and its length does not hinder it.


    Weapon Activated Abilities:


      • Cover yourself up! [ C-A ] The weapon flies around the wielder forming a shield to protect the wielder from incoming projectiles and attacks. The wielder must spend energy equivalent to the attack they are being protected from.

      • Snake Fangs [ B ] The blade lights up and grows double its size. The poison it exerts is more potent while this ability is active aswell. This move can not be used at the same time as any other ability that is not a passive.

      • Becoming one with the boulder [ C ] A tricky ability to use in battle but it allows the weapon to do more damage. The weight of the blade increases dramatically and is usually used when it is above the enemy. The blade can no longer fly through the air until this move is deactivated


ㄨ-------------------------ㄨ


↓Passives↓
ㄨ-------------------------ㄨ

Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

• Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
• Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs

• Unleashed Power
Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

Trainee - 150 energy
Novice - 300 energy
Adept - 500 energy

Expert - 650 energy
Master - 750 energy
Sage - 1000 energy


• Lose Yourself
A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
• Knights have access to a standard set of skills regardless of their specialization.
• Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may only utilize certain weapons (i.e. Reavers gain a sacrificial dagger). This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands.
• Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.

• Reaping Abilities: Shadowknights are capable of grabbing a living creature and stealing their life force to heal themselves. This includes allies, opponents, monsters -- really anything the Knight can get their hands on.
• Fear Me: Any creature who tries to inflict a passive effect on a Shadowknight has this effect reversed. And strengthened by one rank. Excludes Templars.
• I Serve the Dark: When you start out, you already have the attention of a demon who can give you a mark, assuming that this mark comes from a demon loyal to Kala or Vaet Nocturnum.
• I Prey on the Vulnerable: Any creature or being that does not practice holy magic suffers a -1 rank in defense against all of the Shadowknight skills, except for other Shadowknights.
• I Am The Nightmare: Shadowknights instill fear to everyone on the battlefield. This nightmarish trait does not discriminate based on rank. Anyone of any rank will feel the uneasiness caused by this trait. Enemies your rank and lower are automatically susceptible to the Shadowknight's "Horror" ability. Those above him are not.

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[align=center][color=indigo][size=24][b]彡 ℜen 彡[/b][/size][/color][/align]

[align=center][img]http://i1004.photobucket.com/albums/af170/happywho06/japan_bamboo_samurai_japanese_purple_hair_historical_warriors_anime_anime_boys_manga_saito_hajime_sw_Wallpaper_1280x1024_www_zps51ab0db4.jpg?t=1416603142[/img][/align]


[color=indigo][align=center]
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[/align][/color]

[align=left][url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24504939#369518145][size=9]Profile[/size][/url][/align]

[color=indigo][align=center]↓Stats↓
ㄨ-------------------------ㄨ
Species: Human
Class: Knight
Sub class: Shadow knight
Gene mod: Anti-Mage Revolt
Element: Fire
Energy: 1930
Strength: 9
Speed: 8
Damage Red: 1
Rank: Expert
OOC:
ㄨ-------------------------ㄨ[/align][/color]

[color=indigo][align=center]↓Inventory↓
ㄨ-------------------------ㄨ
[spoiler]
[b]Armour:[/b]

• Steel cap leather boots


[b]Weapons:[/b]

Serpentine
[spoiler]
[list]
[b]RPC Name:[/b] Ren
[b]RPC Rank:[/b] Expert
[b]RPC Class:[/b] Knight
[list][b]RPC Sub-Class:[/b] Shadow-Knight [/list]

[b]Weapon Name:[/b] Serpentine
[b]Weapon Rank:[/b] A
[b]Weapon Type:[/b] Chain and sickle
[b]Weapon Description:[/b]

[img]http://i1004.photobucket.com/albums/af170/happywho06/Weapons/88cdd3afe56c604d6e956b511839d935_zpsvyx1pqcl.jpg[/img]

An intricately designed sickle measuring 4 feet, it has 1 main blade and 7 smaller blades attacked to the main body of the weapon. The chain is made up of bladed segments, when if it first recalled by the wielder it measures from blade to mace at 12 ft. The mace on the end is smaller but more heavy as it is used as a blunt weapon. The wielder places their own dark aura into the weapon so they can control its movements, leting it fly through the air like a snake.

[b]Weapon Passive Abilities:[/b][list]

• Puppet Master [ C ] The wielder after summoning this weapon can control its movements without even touching it. At first the wielder has to use their hands to control the movements but after a while the wielder can just use their eyesight and mind to control this weapon.

• Mental Poison [ A ] Those who are cut by the chain or the blade will be poisoned by the weapon. The poison seeps into the nerve system and into the brain where it will gradually mentally haunt the target. Making then see monsters that are not there and seeing all kinds of illusions. Those who are healed by a cleric or templar can be saved aswell as bloodlines who can negate negative effects.

• Hungry Python [ B ] When this weapon tastes blood, it will grow with each cut inflicted by one chain segment. The length resets after each battle and its length does not hinder it.

[/list]
[b]Weapon Activated Abilities:[/b][list]

• Cover yourself up! [ C-A ] The weapon flies around the wielder forming a shield to protect the wielder from incoming projectiles and attacks. The wielder must spend energy equivalent to the attack they are being protected from.

• Snake Fangs [ B ] The blade lights up and grows double its size. The poison it exerts is more potent while this ability is active aswell. This move can not be used at the same time as any other ability that is not a passive.

• Becoming one with the boulder [ C ] A tricky ability to use in battle but it allows the weapon to do more damage. The weight of the blade increases dramatically and is usually used when it is above the enemy. The blade can no longer fly through the air until this move is deactivated

[/spoiler]
ㄨ-------------------------ㄨ[/align][/color]

[color=indigo][align=center]↓Passives↓
ㄨ-------------------------ㄨ
[spoiler]
Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

• Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
• Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs

• Unleashed Power
Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

[strike]Trainee - 150 energy
Novice - 300 energy
Adept - 500 energy[/strike]
Expert - 650 energy
[strike]Master - 750 energy
Sage - 1000 energy[/strike]

• Lose Yourself
A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
• Knights have access to a standard set of skills regardless of their specialization.
• Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may only utilize certain weapons (i.e. Reavers gain a sacrificial dagger). This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands.
• Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.

• Reaping Abilities: Shadowknights are capable of grabbing a living creature and stealing their life force to heal themselves. This includes allies, opponents, monsters -- really anything the Knight can get their hands on.
• Fear Me: Any creature who tries to inflict a passive effect on a Shadowknight has this effect reversed. And strengthened by one rank. Excludes Templars.
• I Serve the Dark: When you start out, you already have the attention of a demon who can give you a mark, assuming that this mark comes from a demon loyal to Kala or Vaet Nocturnum.
• I Prey on the Vulnerable: Any creature or being that does not practice holy magic suffers a -1 rank in defense against all of the Shadowknight skills, except for other Shadowknights.
• I Am The Nightmare: Shadowknights instill fear to everyone on the battlefield. This nightmarish trait does not discriminate based on rank. Anyone of any rank will feel the uneasiness caused by this trait. Enemies your rank and lower are automatically susceptible to the Shadowknight's "Horror" ability. Those above him are not.
[/spoiler]
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PostPosted: Fri Nov 27, 2015 10:27 am


₪ Shinzo Oshiro ₪

Reaper / Knight / Templar / Aeromancer


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┏━━━━━━━━━┓
Rank: Expert
Bloodline: Reaper
Class: Knight
Sub-Class: Templar
Money: 15700
Energy Meter: 1450/1450
Strength: 10
Speed: 9
Damage Reduction: 1
Summoning: Malacai
Equiped:

Weapons:
Reaper gauntlets (instead of it being black it is bronze)

Glazadriel
Weapon Name: Glazadriel
Weapon Rank: Same as user
Weapon Type: Claim weapon: Dual bladed sword
Weapon Description:

User Image

Ordinary looking to most people, Glazadriel is known as the solar crucibal. First forged by an unknown paladin emperor. The blade was infused with the solstices sunlight and the emperors own aura. The sword can channel light energy and weaponize it in different ways. It can also capture sunlight and either store it or release it to combat beings of dark magic. The bigger blade stores the light and releases it while the smaller blade focuses the light for its different abilities. The sword has been shattered twice during major battles against demi-gods and corrupts kings. One must find all of the pieces to re-forge it completely and bind their own aura to the blade.

Weapon Passive Abilities:


    • Flower power [ B ] Glazadriel can absorb sunlight into its blade giving it's attacks a boost in power (+1 rank). The wielder must have the sword in direct contact with sunlight and must re-charge to gain the benefits for every ability. This passive will not work on artificial sunlight as it must be natural.

    • Explosive edge [ B ] Glazadriel burns brightly like the sun, a powerful weapon only wielded by powerful templars. When the wielder returns the sword to their dominant hand, a bright light will explode outward sending a mini shock wave of light energy that dazzles the enemy and can blind anyone but the wielder nearby. When the user has alot of energy the shockwave can even blast anyone nearby off their feet if they are caught by surprise.

    • Here is the church, here is the steeple, open the doors..... [ B ] To summon the blade initially, the wielder splays their hand toward any surface where a magic rune circle will appear. Glazadriel will fly out of the circle and will be caught by the wielder. This all happens in a flash and if the wielder is disarmed, Glazadriel can be returned to the wielder using the basic knight skill.


Weapon Activated Abilities:


    • Ray of sunshine [ B ] The user swipes the blade, releasing an arc of concentrated light energy. The arc flies at high speeds in the direction f the swing flying through the air or along he ground. The arc can shatter through large boulders and dent steel. It deals minor burn damage to the target if it hits them directly

    • House built on a rock [ A ] The wielder stabs the ground with the blade and a 10 meter diameter pillar of light engulfs the wielder and anyone within that area. This will do decent burn damage to anyone of an equal or lower rank to the wielder, sever burn damage and can cause temporary blinding to beings of dark magic or dark magic users and it will not effect fellow Templars.

    • Solar reflection [ A ] The most intricate of abilities which made the blade famous within the Templar order. Glazadriel can form a second version of itself using light energy. In order to allow the user to wield both swords un-hindered, the second sword is slightly lighter than the original. The light sword will last for 4 posts before shattering or the wielder can fuel more energy extending the abilities active time.



Armor:

Reaper's Embrace

Sage's Robes
Armor Name: Sage Robes


Armor Rank: Expert
Armor Type: Robe
Armor Description:

[X] (without wings and scythe)

Those who become infused with the element of air can become a sage. A being who is the embodiment of that element. The Sage robes can be created by a sage by using their aura and the surrounding air. Once the robes are created they are difficult to destroy and only a sage can wear them. The robes will melt into the air if anyone else wears them. There are a set of robes for each element and each one is different depending on the aspects of the element it is tied to.

Armor Passive Abilities:


    • Ghost Aspect [ B ] While wearing the robes, the wearer can walk through walls. Similar to air affinity, the wearer becomes ghost like and matter passes through the body at will but must become physical to be able to touch/attack again.

    • Elemental Sponge [ A ] Elemental magic spells do one rank lower damage to the wearer.

    • Sanctioned Wind [ A ] All air/wind based attacks do one rank higher damage



Armor Activated Abilities:


    • Rotating Currents [ C ] The wearer's feet and body is covered with snaking air currents while wearing the robes. If the wearer wills the currents to flow faster, his/her speed increases. The Naked eye will almost just about to track the wearers movements but it will require a foe with alot of battle experience (Expert or higher) to see what is happening.

    • Wind Clone [ C ] The wearer can duplicate himself to make a ghost-like clone who can deal C rank damage to the target. The clone will last for 2 posts before fading. It will take a B rank attack or weapon to kill it instantly and a C rank attack to hurt it. Weaker ranked attacks pass through it.



Armored boots


Abilities used:



Passives

• I Am One, One is All (passive):
Using this passive skill, Reapers are able to instantly regenerate all of their energy once out of battle, this makes them ready for round two, if necessary.

• Expert: Can cut through A Ranked materials.

• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time

• In Michael's Light, I Fear Nothing: As long as light bathes these warriors, either sunlight or light from their own skills, they cannot be wavered. They do not fall prey to passive effects such as Incubi or Succubi passives, or passives that make them expel more energy or any negative passive, really.

• I Am Faithful: When you start out, you already have the attention of an angel who can give you a mark, assuming that this mark comes from an angel loyal to Michael or Vangelism.

• +1 Rank in power against Dark creatures or beings that practice the dark arts.

• Fight With Me: Templars are capable of boosting their allies stats and energy output.



OOC:
┗━━━━━━━━━┛


[color=goldenrod][size=24][align=center]₪ Shinzo Oshiro ₪[/align][/size][/color]
[color=goldenrod][align=center][size=18]Reaper / Knight / Templar / Aeromancer[/size][/align][/color]

[align=center][img]http://i1004.photobucket.com/albums/af170/happywho06/nixonjackerjack_zpsfc55328e.jpg[/img][/align]

[align=left][img]http://i1004.photobucket.com/albums/af170/happywho06/2d2bd093-5b57-4b6c-8b59-ca3ea18eed39_zps8790e599.png[/img][/align]
[align=center][img]http://i1004.photobucket.com/albums/af170/happywho06/31adff20-bb84-4a22-af49-1f5266449126_zpshg6nvdbm.png[/img][/align]
[color=#C7A317]



[/color]
[align=center][img]http://i1004.photobucket.com/albums/af170/happywho06/31adff20-bb84-4a22-af49-1f5266449126_zpshg6nvdbm.png[/img][/align]
[align=right][img]http://i1004.photobucket.com/albums/af170/happywho06/f93c1256-458c-40f6-8650-f37401726423_zps96a87588.png[/img][/align]

[color=#C7A317][align=center]┏━━━━━━━━━┓
[b]Rank:[/b] Expert
[b]Bloodline:[/b] Reaper
[b]Class:[/b] Knight
[b]Sub-Class:[/b] Templar
[b]Money:[/b] 15700
[b]Energy Meter:[/b] 1450/1450
[b]Strength:[/b] 10
[b]Speed:[/b] 9
[b]Damage Reduction:[/b] 1
[b]Summoning:[/b] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24504939#368391225]Malacai[/url]
[b]Equiped:[/b]
[spoiler]
[b]Weapons:[/b]
[url=http://i1004.photobucket.com/albums/af170/happywho06/armours/3659557-daedricgauntlets_zpscbb5bdc7.png]Reaper gauntlets[/url] (instead of it being black it is bronze)

[b]Glazadriel[/b]
[spoiler][b]Weapon Name:[/b] Glazadriel
[b]Weapon Rank:[/b] Same as user
[b]Weapon Type:[/b] Claim weapon: Dual bladed sword
[b]Weapon Description:[/b]

[img]http://i1004.photobucket.com/albums/af170/happywho06/Weapons/f9de9b88-dfcf-4739-bcfa-0795073e9026_zpsdd3036a1.png[/img]

Ordinary looking to most people, Glazadriel is known as the solar crucibal. First forged by an unknown paladin emperor. The blade was infused with the solstices sunlight and the emperors own aura. The sword can channel light energy and weaponize it in different ways. It can also capture sunlight and either store it or release it to combat beings of dark magic. The bigger blade stores the light and releases it while the smaller blade focuses the light for its different abilities. The sword has been shattered twice during major battles against demi-gods and corrupts kings. One must find all of the pieces to re-forge it completely and bind their own aura to the blade.

[b]Weapon Passive Abilities:[/b][list]

• Flower power [ B ] Glazadriel can absorb sunlight into its blade giving it's attacks a boost in power (+1 rank). The wielder must have the sword in direct contact with sunlight and must re-charge to gain the benefits for every ability. This passive will not work on artificial sunlight as it must be natural.

• Explosive edge [ B ] Glazadriel burns brightly like the sun, a powerful weapon only wielded by powerful templars. When the wielder returns the sword to their dominant hand, a bright light will explode outward sending a mini shock wave of light energy that dazzles the enemy and can blind anyone but the wielder nearby. When the user has alot of energy the shockwave can even blast anyone nearby off their feet if they are caught by surprise.

• Here is the church, here is the steeple, open the doors..... [ B ] To summon the blade initially, the wielder splays their hand toward any surface where a magic rune circle will appear. Glazadriel will fly out of the circle and will be caught by the wielder. This all happens in a flash and if the wielder is disarmed, Glazadriel can be returned to the wielder using the basic knight skill.

[/list]
[b]Weapon Activated Abilities:[/b][list]

• Ray of sunshine [ B ] The user swipes the blade, releasing an arc of concentrated light energy. The arc flies at high speeds in the direction f the swing flying through the air or along he ground. The arc can shatter through large boulders and dent steel. It deals minor burn damage to the target if it hits them directly

• House built on a rock [ A ] The wielder stabs the ground with the blade and a 10 meter diameter pillar of light engulfs the wielder and anyone within that area. This will do decent burn damage to anyone of an equal or lower rank to the wielder, sever burn damage and can cause temporary blinding to beings of dark magic or dark magic users and it will not effect fellow Templars.

• Solar reflection [ A ] The most intricate of abilities which made the blade famous within the Templar order. Glazadriel can form a second version of itself using light energy. In order to allow the user to wield both swords un-hindered, the second sword is slightly lighter than the original. The light sword will last for 4 posts before shattering or the wielder can fuel more energy extending the abilities active time.
[/list][/size][/list][/spoiler]


[b]Armor:[/b]

[url=http://www.gaiaonline.com/guilds/viewtopic.php?t=24504939]Reaper's Embrace [/url]

Sage's Robes
[b]Armor Name:[/b] Sage Robes

[spoiler]
[b]Armor Rank:[/b] Expert
[b]Armor Type:[/b] Robe
[b]Armor Description:[/b]

[url=http://vignette1.wikia.nocookie.net/potcoplayers/images/c/cb/GrimReaper-1-.jpg/revision/latest/scale-to-width-down/400?cb=20110323224908][X][/url] (without wings and scythe)

Those who become infused with the element of air can become a sage. A being who is the embodiment of that element. The Sage robes can be created by a sage by using their aura and the surrounding air. Once the robes are created they are difficult to destroy and only a sage can wear them. The robes will melt into the air if anyone else wears them. There are a set of robes for each element and each one is different depending on the aspects of the element it is tied to.

[b]Armor Passive Abilities:[/b][list]

• Ghost Aspect [ B ] While wearing the robes, the wearer can walk through walls. Similar to air affinity, the wearer becomes ghost like and matter passes through the body at will but must become physical to be able to touch/attack again.

• Elemental Sponge [ A ] Elemental magic spells do one rank lower damage to the wearer.

• Sanctioned Wind [ A ] All air/wind based attacks do one rank higher damage

[/list]

[b]Armor Activated Abilities:[/b][list]

• Rotating Currents [ C ] The wearer's feet and body is covered with snaking air currents while wearing the robes. If the wearer wills the currents to flow faster, his/her speed increases. The Naked eye will almost just about to track the wearers movements but it will require a foe with alot of battle experience (Expert or higher) to see what is happening.

• Wind Clone [ C ] The wearer can duplicate himself to make a ghost-like clone who can deal C rank damage to the target. The clone will last for 2 posts before fading. It will take a B rank attack or weapon to kill it instantly and a C rank attack to hurt it. Weaker ranked attacks pass through it.
[/list][/size][/list]
[/spoiler]

[url=http://i1004.photobucket.com/albums/af170/happywho06/armours/Medieval_Armour_Boots_V3_11jpg3e320d7c-2da1-4365-bb6d-007a75996395Large_zps8e86b9d7.jpg]Armored boots[/url]
[/spoiler]

[b]Abilities used:[/b]
[spoiler]
[/spoiler]

[b]Passives[/b]
[spoiler]
• I Am One, One is All (passive):
Using this passive skill, Reapers are able to instantly regenerate all of their energy once out of battle, this makes them ready for round two, if necessary.

• Expert: Can cut through A Ranked materials.

• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time

• In Michael's Light, I Fear Nothing: As long as light bathes these warriors, either sunlight or light from their own skills, they cannot be wavered. They do not fall prey to passive effects such as Incubi or Succubi passives, or passives that make them expel more energy or any negative passive, really.

• I Am Faithful: When you start out, you already have the attention of an angel who can give you a mark, assuming that this mark comes from an angel loyal to Michael or Vangelism.

• +1 Rank in power against Dark creatures or beings that practice the dark arts.

• Fight With Me: Templars are capable of boosting their allies stats and energy output.

[/spoiler]

[b]OOC:[/b]
┗━━━━━━━━━┛[/align][/color]

shinzo_husky

Man-Hungry Man-Lover

8,050 Points
  • Peoplewatcher 100
  • Sausage Fest 200
  • Unfortunate Abductee 175

shinzo_husky

Man-Hungry Man-Lover

8,050 Points
  • Peoplewatcher 100
  • Sausage Fest 200
  • Unfortunate Abductee 175
PostPosted: Wed Jun 01, 2016 5:02 pm


            User Image


                                              MAIN INFORMATION


                                          Full Name: Vex
                                          Nicknames: The Mage Hunter
                                          Age: 329
                                          Birthdate: 3rd January
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: None (He doesn't believe in that nonsense)
                                          Languages:

                                          De Facto - Common
                                          Fluent - Elvish
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Adept (authorized by -VL- El Hiro Fresco)
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Fairhair (Lycan)
                                          Class: Weapon Master
                                            Sub-Class: Marksman

                                          Strength: 11 (13)
                                          Speed: 13 (15)
                                          Sin:
                                          Gene Mods:

                                          -Mod name: Energy Boost
                                          Overview: Increases base energy by 250 per rank. If you received this at Master Rank, it still counts from Trainee Rank.

                                          -Mod name: Strength/ Speed Enhance
                                          Overview: +1 to a stat or +2 to one stat and -1 to the other may only be applied once.

                                          Energy Color: Silver
                                          Energy Meter: 1150
                                          Ammo: 400 bullets/arrows
                                          Element: Water/Ice
                                          Battle Strength:
                                          • Extremely potent warriors. They have superior stats (6/6) (8/8 when fully transformed; variable when partially), as well as exceptionally tough skin; they can easily take a few slashes before they fall under any serious threat.
                                          • Nigh-infinite regeneration, even more potent than a vampire's.
                                          • Their adapted bodies allow them to use ice magic from the very beginning of their journey. They also have resistances to ice, wind and water magic by 1 rank.
                                          • Strong passive abilities to keep you constantly on the aggressive.
                                          • Exceptionally attuned reflexes and senses; they can smell and hear just as wolves can, and perceive and react to things extremely quickly. They can even sense threats.
                                          • Marksman are undoubtedly unmatched and utterly undaunted by any range in combat. While proficient as any other weapon master, their bread and butter is small arms such as the aforementioned rifles, shotguns and the like. It would appear that the longer the Marksman is in combat, the more deadly and precise they become. Accuracy becomes the name of their game, and it is a dangerous game to play with them beyond a certain limit. This is mostly because one shot can often lead to a kill with their particular set of skills, which make life hell even for the hardiest of individuals. Any boosts to their accuracy are magnitudes greater, and they passively gain accuracy slowly over the course of battle as they are able to gather information on their target, watch how they move and fight.
                                          • Can carry 2x the amount of ammo.
                                          • Unlike other classes, this class can fire an entire magazine from one of their small arms and reload it fully in the same post, then fire it off again. They can also switch weapons fairly quickly on the fly resulting in something akin to a hail of fire.
                                          • Strangely, they are oddly capable of carrying a nigh on unbelievable amount of weapons on their person at any given time. Six hand guns, four rifles and shotguns can all be somehow hidden, even if in pieces, on them. They are also masters of modding their weapons on the fly, making even machinists jealous at times. A higher caliber rifle can be modded down to increase damage and lessen range (through plot convenience) or to add range through use of some quick edits, within reason.

                                          Battle Weakness:
                                          • They are much like the Djinn, and this includes their restrictiveness; they can only be a part of the berserker, weapon master, knight, ninja, mage and ranger classes.
                                          • You cannot learn any elemental abilities outside of ice, wind and water. You may however learn ice regardless of which element you pick between these two. Special elements like lightning and force can be retained.
                                          • Holy magic is [1] rank stronger against you.
                                          • Fire attacks are one rank more potent against you.
                                          • Silver. Anything silver harms. (+1 Str. To Silver Weapons)
                                          • Sensitivity. Loud noises such as explosions and heavy gunfire can harm your ears. Horrid stenches and so forth will do the trick to confuse you.

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold: 5000

                                          Talent:


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                                              EQUIPMENT INFORMATION


                                          Weapons:


                                          Weapon Name: The Dualities
                                          Weapon Rank: Novice
                                          Weapon Type: Twin Semi-auto Pistols
                                          Weapon Description:
                                          Weapon Passive Abilities:

                                            • One True Master [ D ] Only the creator of these guns (Vex) can use these guns. They will not fire if used by anyone else

                                            • Anti-Magnus [ D ] All bullets to one rank extra damage to Magus

                                            • Fear the unholy [ D ] All bullets do one rank extra damage to Templars



                                          Weapon Activated Abilities:

                                            • Balancing act [ E-S ] The wielder can pour their energy into a bullet equal to the enemies physical projectile and shoot to hit the projectile (ie arrows, bullets) before it hits the wielder. This will cancel out the enemies attack allowing the wielder to block and counterattack. If the energy poured into the bullet is lower than the incoming enemy projectile, the wielder's bullet will shatter and have no effect.

                                            • PUT IT OUT! [ E-S ] The wielder can pour their energy into a bullet equal to the enemies fire based attack. Once the bullet hits the incoming attack, the bullet will erupt into a wave of water that will cancel out the opponents attack.

                                            • Armour Piercing [ D ] These special bullets can pierce through D rank armour. The wielder makes these bullets by infusing their energy into the tip of the bullet. (Can pierce C rank templar and magnus armour)



                                          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                          Weapon Name: Magnus's Nightmare
                                          Weapon Rank: D (Can be upgraded)
                                          Weapon Type: Pistol
                                          Weapon Description: Created just for Magi, all of the hatred Vex harbors for magic users has gone into this god aweful gun. Using technology to even the playing field. This gun is used to nullify magic users but not to deliver the killing blow.
                                          Weapon Passive Abilities:





                                          Weapon Activated Abilities:

                                            • Electrical overload [ D ] Magnus who are hit by these bullets can no longer use D rank elemental spells for 5 posts. This is due to the bullets being electrically charged which overloads a magus's magic energy pool. These bullets are not strong enough to effect more powerful spells but it will effect weaker magic.

                                            • Soothing the mind [ D ] Magnus hit by these bullets will find it difficult to focus and feel dizzy for 1 post

                                            • Dragging you down to hell [ D ] Templars and clerics hit by these bullets will take one rank higher damage by unholy bloodline abilities for 5 posts


                                          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                          Weapon Name: Barrel Blaster
                                          Weapon Rank: D
                                          Weapon Type: Pistol
                                          Weapon Description: Another technical marvel used to hurt magi. This weapon however was not originally Vex's, but another mercenary who vex bartered with. This gun uses electrical energy similar to "Magi Nightmare" but it does not fire regular bullets. This gun is used to trap and to subdue Magi and other magic users.
                                          Weapon Passive Abilities:




                                          Weapon Activated Abilities:

                                            • Catch of the Day [ D ] The gun can fire a small electrical sphere that expands into a net which can trap targets. The net drains 2 energy points per post off the target which has to have over 5 strength to escape. Those who have over 5 in strength can save someone else from this net which will last for 6 posts .
                                            • Chain round [ D ] The gun can fire a 30 meter long energy chain which can wrap around a target. The target must have above 6 speed to dodge or over 5 strength to break free. The chain can drain a target of 2 energy points per post and will last 6 posts
                                            • Dulling of the blade [ D ] D rank Weapons shot by these energy bullets will deal one rank less damage.


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                                          Armor:




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                                            SKILL INFORMATION


                                        Elemental

                                          Water

                                          • Streaming Water E
                                          Prerequisite for every following spell
                                          It is a move that draws water from a source, that water is moved by elementalists around their bodies.

                                          • Water Spout D (costs 10 energy per post beyond the 2nd)
                                          By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.

                                          • Water Whips D
                                          This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.

                                          D= Meter long; blunt

                                          Ice

                                          • Water Transformation D
                                          Must be at least Master rank
                                          You change the state of the water around you into any of the three basic states Solid liquid or gas. This can vary from large quantities which would cost an B or regular quantities of water/snow/ice/vapor.

                                          • Ice Barrage D
                                          Elementalists can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but all very thin. As the name implies this is done with lots of razor sharp disc at a time a maximum of 30.


                                        Bloodline


                                          Passives

                                          • Sudreyajar
                                          You are constantly regenerating, as if your body is endlessly making an effort to kill and create new cells. When you take a serious wound, in all likeliness it will literally begin to regenerate before it's even finished being received. They have been known to take swords to internal organs and have all of the damage repaired by the time the sword was taken out. They can even regenerate a lost head, at high ranks.

                                          The best way to kill a Fairhair is to destroy more of their body than they can regenerate at once, by hacking and slashing away, or obliterating them with exceptionally powerful spells. However, considering their sturdiness, even this is difficult. They are by far the most difficult race to kill in Axiom, even more difficult than ghosts.

                                          D to C rank: Constantly regenerating. Capable of regenerating lost limbs within seconds. This costs 25 energy (for a limb) up until expert rank when it becomes free. Cleaving their head will kill them.

                                          • Svipjod
                                          The Fairhairs can emit an extremely cold aura that will slowly freeze multiple targets in an area around them, or quickly freeze a nearby and specific target. This is a passive ability; they can constantly attempt to freeze opponents as well as projectiles mid-air, and the time it takes to freeze any one thing depends on the focus on that target. They can emit large and unspecific, clunky but not too solid auras of frost, or they can pinpoint an area and essentially freeze something with high speeds. This ability comes in handy in melee-based altercations as well as defense, and energy can be applied to it to make it more potent. It can be avoided and dealt with just like anything else; mostly used to slow people down.

                                          • Sixth Sense
                                          It is not hard for a wolf to feel the presence of another being about him. Beyond being capable of smelling, hearing, and seeing at higher qualities a "sneak attack" is virtual impossible to perform against these creatures for they will feel the bloodlust in ones aura. This ability furthers within a werewolf transformation, or the Takeover, allowing the wolf the ability to see others' energy for purposes of tracking.

                                          Abilities

                                          • Moonsong E
                                          The Lycan will let out a howl, one of a not-so-special pitch for regular ears. Even wolves and other canines won't notice any significance in it. However, other Lycans for many miles around will be able to hear a sort of 'frequency' in the howl; they'll notice the specific pitch, capable of telling whether it's the cry for help of an ally, or a stranger of no interest. Lycans rarely use this ability, for it is seen as a sign of weakness by the strongest of them, to have to call for assistance. But every now and then, it is permissible.

                                          • Leap D
                                          Like any other true wolf the lycan, whether in human form or in wolf form, can leap similar to a pounce to escape an initial threat. This is done by lowering themselves onto all fours, a squat of sorts even. Utilizing not just pure muscle but backing it with energy to leap and accelerate in speed (+1. Adept+ gain +2). This is a technique that is not meant to be used for attacking whatsoever. It is a dodge.

                                          • Partial Transformation C
                                          A strange ability for it allows for the human to willing transform one of their limbs at will in order to gain the strength of a full transformation within a single point of their body. This can not only be done with the limbs of a lycan but with their eyes, forcing them to change color, to access the ability of their natural sixth sense. (Five Posts Duration. One Part A Time.)

                                          • Half Transformation B
                                          This is an ability which allows for the human to achieve a near full transformation by sacrificing just how fast their real transformation truly is. Their features become like that of the wolf-man, more human than wolf. A bit of fur and a set of claws with the change in eye color. (Depending upon the Class of the RPC either their speed will be equivalent to their full transformation OR their strength. Not both. This is decided simple. Does your classes stats lean more toward speed or strength?) This can last for up to ten posts.

                                          • Full Transformation A
                                          This ability comes with knowledge and mastery over the bloodline, and can only be obtained at Adept rank. Once one learns to fully control their blood, they can activate the Full Transformation and receive the +2/+2 stat boost, as well as obtaining the rest of the werewolf abilities and a durable, powerful form.

                                          Transformation Abilities

                                          • Bristling Fur D
                                          The werewolf makes the hair on their body stand up and become tougher and sharper with energy, making them much like a porcupine. This makes touching them unfriendly for the fur can pierce skin easily. The hair remains this way for three posts before coming soft again. Cool down post is 3 as well.

                                          • Tail Whip (Bushy Strike) D
                                          A transformed human uses their tail to make an unpredictable strike at an opponent's face which will stun and blind them before the user pulls off a 180 degree turn to instantly strike them. This attack only works if the user is being attacked from behind, and it can be used as a regular Fairhair. It also extends the tail exceptionally, making it very long and wide.

                                          • Bristling Fur D
                                          The werewolf makes the hair on their body stand up and become tougher and sharper with energy, making them much like a porcupine. This makes touching them unfriendly for the fur can pierce skin easily. The hair remains this way for three posts before coming soft again. Cool down post is 3 as well.

                                          • Tail Whip (Bushy Strike) D
                                          A transformed human uses their tail to make an unpredictable strike at an opponent's face which will stun and blind them before the user pulls off a 180 degree turn to instantly strike them. This attack only works if the user is being attacked from behind, and it can be used as a regular Fairhair. It also extends the tail exceptionally, making it very long and wide.

                                          • The Alpha (Leader of the Pack) C
                                          As it would work in a pack of wolves, the wolf howls loudly which is heard throughout the nation. Depending on the area, different dogs/wolf like monsters can reach the leader and help them fight. These wolves/dogs can only be up to B rank, and at most only 3 can be brought forth. This can only be used once in a fight. During the time the wolves are out, the user is limited to lycan and hand to hand/weapon skills. Any magic or elemental skills will cause the allies to flee or turn on the user out of fear. (Roll a dice 1-6. Even; they run. Odd; they attack)

                                          • Needle Fur B
                                          A stronger form of Bristling Fur, same effects only this time the fur/hair is as sharp as a sword and is hard as steel. They can puncture most material and rip through steel with precision. A lycan is much more dangerous for three posts, and will need the same amount of posts to recharge.

                                          • Needle Fur Launch A
                                          With this skill a lycan can fire all of their fur/hair at the foe if in Lycan form, or grow spikes from their body if Fairhair, making them rocket through the air at dangerous speeds. Upon impact these needle like fur can completely puncture steel, making it a weapon even against steel walls and machines. The fur/hair will grow back quite instantly (via Sudreyajar).


                                        Class (Weapon Master)

                                          Passives

                                          • Zenith Passive
                                          It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. They can hit things they normally shouldn't be able to, such as Shades.

                                          Sight Lock Passive
                                          This skill is necessary for any and all gunslingers to keep in mind, letting them gain a mental lock-on on the foe. So long as the foe is in any form of view, without anything to obstruct the view, such as a smoke screen or any visual type of illusions. Another bonus is that the Marksman can utilize the reflections of anything to accurately mark their opponent. The gunslinger can even quick draw with their gun, in a blink of an eye, they can shoot a target in their sight, meaning the opponent has to see and react to the draw of the gun or the moment upon firing to do something as simple as dodge.

                                          Adjustment Passive
                                          Requires sightlock
                                          This is a skill that will come depending on your target. The more you miss while using this the more accurate you are in the next shot, you are adjusting yourself to your opponent's dodges. This is if you can still see them and if you miss. If they block your attack or get hit by it the effect of adjustment wont take place. There is however a side effect, since you are focused on shooting at them you are not quite capable of dodging. Adjustment is a solo skill it cannot be used in conjunction with other skills except for reloading skills until Expert rank. It must reset when you stop shooting, so you have to constantly lay a reign of fire on a target for it to stack over posts. By the third post, them dodging alone wouldn't be good enough if you don't lose your lock on them.

                                          Abilities

                                          Soften E
                                          Must be Novice or above to use.
                                          By blocking the tip of a bullet with a very small cushion of energy, gunslingers can change a normal bullet into the equivalent a rubber bullet without having to re-reload the gun. This skill does not affect the speed of the bullet in any way.

                                          Energy Bullet D, E-S
                                          This is either used when a gunslinger wants to fire a silent shot or when he is out of ammo, most likely he is out of ammo. You fuse your energy with the gun and fire a shot, only one. This bullet is as powerful as the energy you put into it.

                                          • Empower D
                                          A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.

                                          • Spin Throw C
                                          With Practice, the user can throw their weapon with surprising accuracy and power, even if it’s as large as a Greatsword. Spin throw is a dual variety depending on the situation the user is in. The user can easily just throw the blade in a straight line, as it throwing a dagger, except much larger, at a target to impale. They can also throw it at an arc and angle to send the blade spinning at a violent rate, capable of causing damage before it continues the arc and returns back to the user. This skill takes into account the damage auras on the weapon being thrown, so if a weapon has plus A rank damage, this skill will deal A rank damage.

                                          • Heavy Dual-Wielding C
                                          Limits: Adept
                                          A skill that becomes passive once learned. It allows the user to dual-wield heavy weapons such as greatswords or two handed axes. No other class is capable of doing this as effectively.

                                          • Phantom Blade C
                                          A mid-tier technique that allows the user to create a energy replica of any weapon of their choosing. This can also create entirely new weapons in nearly any shape or size within reason. Once the weapon is formed, it can not be altered, and lasts for a maximum of 5 posts. This weapon has any bonuses the users held weapon does as long as they would apply normally. Can form guns, but they take from your ranged ammunition.

                                          • Wraith Edge B
                                          The user overloads the energy coating their weapon to the point that it effectively gives a powerful increase to the business end of their weapon. The increase in size is by the amount of 12 inches, a complete foot in length. The user doesn't feel any difference in size or balance, but whatever is stroke with the weapon will feel the full force of the over-sized weapon. Wraith Edge is visible due to how much energy is put into it, and it lasts a total of three posts. This also gives guns and bullets an extra range of 3 feet around the bullet. Lasts three posts.

                                          • Beast A
                                          Limits: Requires Empower
                                          A complete upgrade from "Empower," Beast allows the user to unleash a devastating 5 foot wave of force with a swing of their weapon. It has enough power to launch the target up to 15 feet away, smash them sky-high or straight into the ground. Beast can also disrupt skills of lower rank, and deflect projectiles.


                                        Marksman

                                          Passives

                                          Adjustment
                                          Requires Glancing
                                          This is a skill that will come depending on your target. The more you miss while using this the more accurate you are in the next shot, you are adjusting yourself to your opponent's dodges. This is if you can still see them and if you miss. If they block your attack or get hit by it the effect of adjustment wont take place. There is however a side effect, since you are focused on shooting at them you are not quite capable of dodging. Adjustment is a solo skill it cannot be used in conjunction with other skills except for reloading skills until Expert rank. It must reset when you stop shooting, so you have to constantly lay a reign of fire on a target for it to stack over posts. By the third post, them dodging alone wouldn't be good enough if you don't lose your lock on them.

                                          Abilities

                                          Gun toss D
                                          A common thing shown by Zeran, it is a form of switching guns. Since you only have two arms this allows you to temporarily use multiple guns in a flashy maneuver. As long as it can be believed to be possible, you could toss a weapon into the air, fire two other weapons completely, drop the empty mags, fire two more quickly drawn weapons, and then shoot em fully as well. This can also be done to flashily reload multiple weapons in a single post as well.

                                          Blade Bullet D
                                          1 Bullet
                                          Requires Must be adept or above. Requires Soften.
                                          By charging energy into the bullet and then having it shape into a blade after the bullet is shot, gunslingers are able to extend the range of damage a quarter of a meter in each direction and change the damage type from piercing to slicing.

                                          Spear Bullet D
                                          1 Bullet
                                          Requires Adept or above to use. Requires Soften.
                                          By charging into the bullet and then having it shape into an arrowhead after the bullet is shot, gunslingers are able to enhance the piercing damage of their bullets thanks to the refined point of the energy while also allowing the range of damage done by the bullet to increase slightly thanks the sharp edges of the shaped energy. This allows these bullets to pierce equally ranked defenses and allow the round to continue through it unabated. Has a two post cd.

                                          The Five D's C
                                          If the Seige Master is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.

                                          Ricochet C-SSS
                                          This bullet is coated in a layer of energy that activates when it hits a surface. The bullet deals it's full damage to whatever is hit, and is then reflected in another direction predetermined by the Marksman. Higher rank energy adds an extra bounce as well. It should be noted that this energy can be added to any layer, such as below that of the Blade Bullet, to activate after it penetrates through a barrier, for example.

                                          Spiral Shot B
                                          This skill fires two bullets that spiral around each other, drilling visible with a high damage output potential.

                                          Fan the Hammer B
                                          In the time it takes to accurately fire one bullet, this skill fires an entire clip so long as the weapon is at least semi-automatic. This skill adds a high level of danger to what should be perceived as a single shot.

                                          Blazing Bullet A
                                          This bullet accelerates the moment it leaves the barrel, moving three times as fast as it should normally, and heating up significantly against the friction of the air itself. When it hits it's mark, the damage is akin to being crashed into by a truck regardless of what weapon it was fired from. It also does a high amount of fire damage at the sight of impact as well, setting the very air on fire behind it.

                                          Cripple S
                                          This shot requires at least three posts of combat to have gone by, garnering enough time for the Marksman to be able to accurately judge how an opponent moves and fights. Once per post, a shot can be taken at an opponent with a bullet coated in a nasty sort of energy that is impossible to simply dodge. Should it connect, the bullet will lower the opponents speed in addition to dealing it's damage by two.


                                        Hand-to-Hand/Weapon

                                          Gun Kata

                                          ▰ ▰ ▰ STAGE ONE
                                          • Assassin Stance E
                                          The most basic of all firing stances, the user stays in a natural shoulder width stance with his two weapons outstretched directly in front of him. This stance maximizes two handed firing power, as well as balances accuracy in both hands. It covers only one direction, but when is very effective facing a single opponent directly in front of them. The weakness is that any other approachable enemy can flank the user on any unarmed side.

                                          • Slanted Stance E
                                          The user goes from standing at an even footed balanced stance to an elongated side lung stance with both pistols out in front in a standard firing position. This stance is often used to create a zig-zag motion of stepping, working on an arch style movement to avoid up incoming gun fire from one direction. Although effective, this movement can be quickly overcome when used against more than 2 opponents shooting, or 2 opponents shooting from different angles.

                                          • Linear Stance E
                                          This stance is similar to the slanted stance, but differs in the application, situation, and firing position. Still entering the side lunge stance, the user extends the same arm as the extended leg out to his side and hangs the other weapon over his head pointing in the same direction. This stance is used when facing two attackers, or two attackers on opposing sides of his body. Positioning themselves in a bladed, more narrow positioning, the enemies have a greater chance of missing him, as well as hitting their friends on the other side of the now narrowed user. The user is very easily able to transition from side to side in this stance, keeping both his sides covered with fire. There are easily overcome if an enemy fires from his broadened side, as he poses a bigger, more open target from that angle.

                                          • Transition One E
                                          A simple technique that allows the user to transition from one stance to another while keeping themselves cleared of return fire. User essentially stays in one central spot as they transition.
                                          - Only transition to 2 other stances


                                          ▰ ▰ ▰ STAGE TWO
                                          • Perpendicular Stance D
                                          Even in stage 2, the basic footing and positioning of the stance doesn't change. Moving his feet into the slanted stance, the user points the weapon on the side of his back leg in-front of him, and points the weapon on his other side straight out on a 90 degree angle. This way can cover 2 separate directions while still avoiding return fire. The obvious weakness is a flank to the unguarded side and from behind.

                                          • Reload Dance D
                                          The user is more accustomed to their weapon of choice, and is thus able to more properly reload his weapon when the energy is low or running out. The user simple drops the power cell, flips the pistol to a hammer grip to free up some fingers, and is able to flick a new power cell into his weapon. The weapon cannot be discharged in the turn that it is reloaded.

                                          • Over-under Shot D
                                          Used while in the perpendicular stance, this simple shot allows the extended side weapon to move under the weapon outstretched to the front, allowing the user to cover the opposite side as well, easily covering one of the weaknesses this stance has.

                                          • Quick Draw 1 D
                                          The User is now adept enough to draw one of his pistols and immediately fire it at the hip with a fair amount of accuracy (aiming for center of mass on the enemy). Although quick, it is rather obvious what the user is trying to do.


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                                            CHARACTER INFORMATION


                                        Personality: A pretty relaxed guy most of the time. Nothing really bothers him and he never has a scheduled as that can get him killed. The only thing that pisses him off is magic, including his own magic he inherited from his parents. Those who use magic are scum to him and he would happily kill every wizard, mage and magical creature in the world. He likes to spend his free time either at the bar or in a quiet place where he can self meditate. While in combat however he becomes a cold killer, not feeling any regret when killing. His priority at that point is the mission and completing it. He keeps his professional life and social life separate to a certain degree. When it comes to romance and......adult fun. Vex is very open minded, hitting on/being hit on by men and women is normal for him. He does not want a serious relationship as that will give him an additional weakness. One night stands and friends with benefits are the way to go in his mind.
                                        Sexuality: Bisexual
                                        Quote: "Bloody Wizards!"
                                        Height: 6"5
                                        Weight: 167
                                        Eye Color: Icey Blue

                                        Favorites:
                                          • color: Grey
                                          • food: Any meat
                                          • animal: Dogs (Duh)
                                          • city: They are all the same to him


                                        Theme Song:
                                        Battle Theme:


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                                            BACKGROUND INFORMATION


                                        xxxxx Magic had always been strong within Vex's family. All powerful practitioners including vex when he was younger. The boy was taught at a young age to wield water and even ice magic by his parents and a few family members that had stayed round the family house. Vex had a pretty simple childhood, well that was until his entire family were killed by a cult of Sorcerers who hated all un-holy and impure beings. The boy was left alone in the world and forced to stay with a family friend called Warren who was also a lycan. Over time the boy came to hate his natural magical abilities, connecting that to the death of his parents. Warren took pity on the lad and decided to teach the boy how to wield and shoot a gun. It took vex 10 years of training until he became well versed with semi-automatic guns and pistols. Warren let the boy go out into the world once he was ready, taking on odd jobs to survive, even trying to join the Nocturne army but that did not last long due to the amount of magical users there. In the end the boy became a solo assassin and hired gun, killing as many Magnusi as he could. Due to his natural strength and speed, he was able to take down many Magnusi in many different kingdoms. This gave him the nickname of Mage Hunter. Growing into a man, Vex after many years of research was able to track down the cult who killed his family. The day he took them on, Vex gained a huge scar across his face and another huge scar running down the left side of his torso. All of this was the cost of taking revenge upon the people who ruined his life. Now Vex wished to take down even more Magnusi, in hopes of saving other un-holy beings like himself.


PostPosted: Sat Jun 04, 2016 2:05 pm






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Profile


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Weapons / Armour


    RPC Name: Vex
    RPC Rank: Adept
    RPC Class: Weapon master
      RPC Sub-Class:Siege Master


    Weapon Name: The Dualities
    Weapon Rank: Novice
    Weapon Type: Twin Semi-auto Pistols
    Weapon Description:
    Weapon Passive Abilities:

      • One True Master [ D ] Only the creator of these guns (Vex) can use these guns. They will not fire if used by anyone else

      • Anti-Magnus [ D ] All bullets to one rank extra damage to Magus

      • Fear the unholy [ D ] All bullets do one rank extra damage to Templars


    Weapon Activated Abilities:

      • Balancing act [ E-S ] The wielder can pour their energy into a bullet equal to the enemies physical projectile and shoot to hit the projectile (ie arrows, bullets) before it hits the wielder. This will cancel out the enemies attack allowing the wielder to block and counterattack. If the energy poured into the bullet is lower than the incoming enemy projectile, the wielder's bullet will shatter and have no effect.

      • PUT IT OUT! [ E-S ] The wielder can pour their energy into a bullet equal to the enemies fire based attack. Once the bullet hits the incoming attack, the bullet will erupt into a wave of water that will cancel out the opponents attack.

      • Armour Piercing [ D ] These special bullets can pierce through D rank armour. The wielder makes these bullets by infusing their energy into the tip of the bullet. (Can pierce C rank templar and magnus armour)



Weapon Name: Magnus's Nightmare
Weapon Rank: D (Can be upgraded)
Weapon Type: Pistol
Weapon Description: Created just for Magi, all of the hatred Vex harbors for magic users has gone into this god aweful gun. Using technology to even the playing field. This gun is used to nullify magic users but not to deliver the killing blow.
Weapon Passive Abilities:



Weapon Activated Abilities:

    • Electrical overload [ D ] Magnus who are hit by these bullets can no longer use D rank elemental spells for 5 posts. This is due to the bullets being electrically charged which overloads a magus's magic energy pool. These bullets are not strong enough to effect more powerful spells but it will effect weaker magic.

    • Soothing the mind [ D ] Magnus hit by these bullets will find it difficult to focus and feel dizzy for 1 post

    • Dragging you down to hell [ D ] Templars and clerics hit by these bullets will take one rank higher damage by unholy bloodline abilities for 5 posts



Weapon Name: Barrel Blaster
Weapon Rank: D
Weapon Type: Pistol
Weapon Description: Another technical marvel used to hurt magi. This weapon however was not originally Vex's, but another mercenary who vex bartered with. This gun uses electrical energy similar to "Magi Nightmare" but it does not fire regular bullets. This gun is used to trap and to subdue Magi and other magic users.
Weapon Passive Abilities:


Weapon Activated Abilities:

    • Catch of the Day [ D ] The gun can fire a small electrical sphere that expands into a net which can trap targets. The net drains 2 energy points per post off the target which has to have over 5 strength to escape. Those who have over 5 in strength can save someone else from this net which will last for 6 posts .
    • Chain round [ D ] The gun can fire a 30 meter long energy chain which can wrap around a target. The target must have above 6 speed to dodge or over 5 strength to break free. The chain can drain a target of 2 energy points per post and will last 6 posts
    • Dulling of the blade [ D ] D rank Weapons shot by these energy bullets will deal one rank less damage.






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Rank: Novice
Bloodline: Fairhair (Lycan)
Class: Weapon Master
Sub-Class: n/a
Money:
Energy Meter: 1150/1150
Ammo: 300 bullets/arrows
Strength: 11 (13)
Speed: 13 (15)
Abilities used:





[spoiler]

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[size=9][url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24504939#378084079]Profile[/url][/size]


[img]http://i1004.photobucket.com/albums/af170/happywho06/ye-olde-oak.regular_zpspynsypig.png[/img]
[spoiler]

Weapons / Armour
[spoiler]
[list][size=11]
[b]RPC Name:[/b] Vex
[b]RPC Rank:[/b] Adept
[b]RPC Class:[/b] Weapon master
[list][b]RPC Sub-Class:[/b]Siege Master [/list]

[b]Weapon Name:[/b] [url=http://i1004.photobucket.com/albums/af170/happywho06/Weapons/tumblr_mntmyrXrO91rjnqhko1_400_zpsqklmckxu.png]The Dualities[/url]
[b]Weapon Rank:[/b] Novice
[b]Weapon Type:[/b] Twin Semi-auto Pistols
[b]Weapon Description:[/b]
[b]Weapon Passive Abilities:[/b][list]
• One True Master [ D ] Only the creator of these guns (Vex) can use these guns. They will not fire if used by anyone else

• Anti-Magnus [ D ] All bullets to one rank extra damage to Magus

• Fear the unholy [ D ] All bullets do one rank extra damage to Templars

[/list]
[b]Weapon Activated Abilities:[/b][list]
• Balancing act [ E-S ] The wielder can pour their energy into a bullet equal to the enemies physical projectile and shoot to hit the projectile (ie arrows, bullets) before it hits the wielder. This will cancel out the enemies attack allowing the wielder to block and counterattack. If the energy poured into the bullet is lower than the incoming enemy projectile, the wielder's bullet will shatter and have no effect.

• PUT IT OUT! [ E-S ] The wielder can pour their energy into a bullet equal to the enemies fire based attack. Once the bullet hits the incoming attack, the bullet will erupt into a wave of water that will cancel out the opponents attack.

• Armour Piercing [ D ] These special bullets can pierce through D rank armour. The wielder makes these bullets by infusing their energy into the tip of the bullet. (Can pierce C rank templar and magnus armour)

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

[b]Weapon Name:[/b] [url=http://i1004.photobucket.com/albums/af170/happywho06/Weapons/1451002748-1a57d058efcfe0f7ed44fe386ca9a664_zpsm5cmzequ.jpeg] Magnus's Nightmare [/url]
[b]Weapon Rank:[/b] D (Can be upgraded)
[b]Weapon Type:[/b] Pistol
[b]Weapon Description:[/b] Created just for Magi, all of the hatred Vex harbors for magic users has gone into this god aweful gun. Using technology to even the playing field. This gun is used to nullify magic users but not to deliver the killing blow.
[b]Weapon Passive Abilities:[/b][list]

[/list]
[b]Weapon Activated Abilities:[/b][list]
• Electrical overload [ D ] Magnus who are hit by these bullets can no longer use D rank elemental spells for 5 posts. This is due to the bullets being electrically charged which overloads a magus's magic energy pool. These bullets are not strong enough to effect more powerful spells but it will effect weaker magic.

• Soothing the mind [ D ] Magnus hit by these bullets will find it difficult to focus and feel dizzy for 1 post

• Dragging you down to hell [ D ] Templars and clerics hit by these bullets will take one rank higher damage by unholy bloodline abilities for 5 posts
[/list][/size][/list]


[b]Weapon Name:[/b] [url=http://i1004.photobucket.com/albums/af170/happywho06/Weapons/Free-shipping-NEW-Cosplay-PSYCHO-PASS-Pistol-model-COS-Prop-PVC-Anime-peripheral-new-arrival-custom_zpsn0hsrzje.jpg]Barrel Blaster [/url]
[b]Weapon Rank:[/b] D
[b]Weapon Type:[/b] Pistol
[b]Weapon Description:[/b] Another technical marvel used to hurt magi. This weapon however was not originally Vex's, but another mercenary who vex bartered with. This gun uses electrical energy similar to "Magi Nightmare" but it does not fire regular bullets. This gun is used to trap and to subdue Magi and other magic users.
[b]Weapon Passive Abilities:[/b][list]
[/list]
[b]Weapon Activated Abilities:[/b][list]
• Catch of the Day [ D ] The gun can fire a small electrical sphere that expands into a net which can trap targets. The net drains 2 energy points per post off the target which has to have over 5 strength to escape. Those who have over 5 in strength can save someone else from this net which will last for 6 posts .
• Chain round [ D ] The gun can fire a 30 meter long energy chain which can wrap around a target. The target must have above 6 speed to dodge or over 5 strength to break free. The chain can drain a target of 2 energy points per post and will last 6 posts
• Dulling of the blade [ D ] D rank Weapons shot by these energy bullets will deal one rank less damage. [/list][/size][/list]
[/list][/size][/list]
[/spoiler]
[/spoiler]


[img]http://i1004.photobucket.com/albums/af170/happywho06/ye-olde-oak.regular 2_zpsvvagnalu.png[/img]
[spoiler]
Rank: Novice
Bloodline: Fairhair (Lycan)
Class: Weapon Master
Sub-Class: n/a
Money:
Energy Meter: 1150/1150
Ammo: 300 bullets/arrows
Strength: 11 (13)
Speed: 13 (15)
Abilities used:
[spoiler]

[/spoiler]
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shinzo_husky

Man-Hungry Man-Lover

8,050 Points
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shinzo_husky

Man-Hungry Man-Lover

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  • Unfortunate Abductee 175
PostPosted: Sat Jun 04, 2016 2:06 pm


-VL- El Hiro Fresco

ready for approval smile
PostPosted: Sat Jun 04, 2016 3:56 pm


Approved.

Hiro the Herp

Dedicated Zealot

5,550 Points
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shinzo_husky

Man-Hungry Man-Lover

8,050 Points
  • Peoplewatcher 100
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  • Unfortunate Abductee 175
PostPosted: Tue Sep 13, 2016 12:02 am


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                                              MAIN INFORMATION


                                          Full Name: Astrid Naudr
                                          Nicknames: "Val"
                                          Age: 39
                                          Birthdate: 2nd June
                                          Gender: Female

                                          Culture: Anthosii
                                          Religion: Mazdakism
                                          Languages:

                                          De Facto - Common
                                          Fluent - Angelica
                                          Basic - Elvish

                                          Nation: Aramil
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Warden
                                          Class: Magnus
                                            Specialization:

                                            Sub-class:
                                          Sorcerer
                                          Strength: 8 ( 10 )
                                          Speed: 6 ( 8 )
                                          Sin: n/a
                                          Gene Mods:

                                          Energy Color: Blue
                                          Energy Meter: 1100
                                          Element: Lightning
                                          Battle Strength:
                                          • Magus have 1.5x the normal energy pool than any other class.
                                          • Magi carry around some tool to channel their energy, each branch has a different object. Without their object the spells they cast are not as potent, and do -1 rank less damage. They can try to hide their channelling object but anything that can detect magic can find it. It has to be in the same dimension as the magus in order for them to utilise it.
                                          • Magi have access to a standard set of spells regardless of their specialisation.
                                          • When a Magus creates their very own spell it becomes a signature. This spell becomes special and does not take a reduction when the Magus is without their channelling object. It also costs 1/4 less energy to cast.
                                          • The lightning they wield is of holy nature, due to their lineage. It is of exceptional destructive ability; all lightning and bloodline skills they use are given a rank bonus in power.
                                          • Good stats: 8/6
                                          • 1.5X Energy Pool

                                          Battle Weakness:
                                          • Spells may have a requirement to fulfill, whether it is somatic, verbal, or preparation.
                                          • Magi have dedicated themselves to learning how to manipulate energy. They are incapable of learning physical styles without something that allows them to do so.
                                          • Spells may have a cast time, during which the Magus is generally left defenceless.
                                          • +1 Weakness to Unholy
                                          • Your element is lightning, nothing else.

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold: 3000

                                          Talent:

                                          Talent Name: Elder's Mark
                                          Talent Description: The elder's mark is an ability that allows the user to transfer their own energy to another being. It also allows them to take energy but both parties must vocally or mentally consent in both cases. The mark takes the form of a tattoo on the user's dominant casting hand. Only magnus can use this ability and can only be taught by astrid as the book she learnt from was lost. The user can transfer as many energy points as they like but are recommended not to transfer too much as this WILL weaken them or kill them.
                                          Talent Weakness: The mark lets the user transfer energy freely with no cap. This means if the user were to transfer the majority or all of their energy then they could either be tired out or pass out completely. Maybe even killed as life force does play a part in this ability. This ability takes one post to activate. The user is left vulnerable for one additional post as it ttakes time to recover each time.
                                          How did the character get this talent?: Refer to character's bio please


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                                          EQUIPMENT INFORMATION


                                      Weapons:

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                                        RPC Name: Astrid Naudr
                                        RPC Rank: Novice
                                        RPC Class: Magnus
                                          RPC Sub-Class:n/a


                                        Weapon Name: Vulcan's Talon
                                        Weapon Rank: Novice
                                        Weapon Type: Bladed staff
                                        Weapon Description: Vulcan's talon is a bladed staff powered by a mana gem with a crystalline rod serving as the arcane focus and core running through the centre of the handle. This is a basic arcane focus fused with a blade and is easily upgraded through enchantments. These are mainly found in Yuran where the weapon concept was created 240 years ago and is a common object among magnus.

                                        Weapon Passive Abilities:

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


                                        Weapon Activated Abilities:


                                          • Deflecting Blow [ D-B ] The user channels the same amount of energy as incoming spells (upto Rank B). By waving the talon infront of them they can deflect elemental attacks aswell as any-other form of magical projectiles.

                                          • Arcane Shock-wave [ D ] The user channels their arcane energy into the blade charging it up. Then releasing it by swinging the blade in the direction of the target discharging a wave of energy that knocks-back the target within a 20 meter range

                                          • Arcane Regen [ D ] The talon allows the user to regenerate energy but the user must first impale the ground with the blade as it is that part of the staff that draws in energy for the user to siphon. The user MUST stay in contact with the blade and completely still. Any movement or disconnection will deactivate the ability. This ability allows the user to draw in 5 points per post.



                                      Armor:



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                                          SKILL INFORMATION


                                      Elemental/Bloodline

                                      • Surging Electricity Passive
                                      Lightning is an unstable element. Even the user can barely control it fully. Electricity is constantly running through the user's body, charging their muscles. This discharge of electricity extends to weapons and ammo to make any attack they dish out a lightning elemental attack.

                                      • Bolt E-S
                                      Through a quick jab with a fist, or pointing a weapon at someone, a bolt of lightning will arc its way toward whatever target that is chosen by the user. The attack scales in intensity to suit the user's liking.

                                      • Static Charge D-SSS
                                      By emitting electricity from their bodies just over their skin, they provide themselves with an armor of a sort. Its functions as a mobile barrier that moves with them, and lasts for three posts for the initial price. The barrier is so selective that it only allows breathable O2 past the barrier. The barrier deflects attacks of the same rank and bounces off the user with ease.

                                      • Bolt Rider D
                                      A rapidly executed mobility skill that causes a bolt of lightning to form under the user's feet to propel them forward with an increased speed of +2 from their base. This speed does not stack with other speed bonuses in the elemental skill list.


                                      Bloodline

                                      • Discord
                                      The Wardens may swear an enemy to be an Enemy of Order, gaining exceptional advantages against that singular foe. +2/+2 stats when dealing with them, +1 Damage Reduction from attacks dealt by them, immunity to their mind altering effects as well as energy sight and enhanced perception against them.

                                      • Warden's Wings
                                      Contrary to the name, the Wardens do not have wings. Even so, they are the only race with flight that truly rivals the angels. They can fly passively, without any drawbacks, as far as can go without risk to their health. As such, many have compared them to a storm, high in the sky flinging lightning to the realms below. There are many theories as to how they obtained such perfect flight. Some say it's from their Valkyrie ancestors, but their flight is in fact superior to Valkyries. In truth, the diluting of angelic blood sparked a hormonal shift in the descendants of the Valkyries and Nephilims, resulting in one of their latent abilities coming to full fruition.

                                      • Order
                                      Before taken underneath the hands of the God of Order, the Wardens were known to be volatile and dangerous in nature. They had little to no control of their lightning, which was always exceptionally powerful. Now, with Raphael's influence on their mind and body, the Wardens are capable of controlling their lightning to the utmost, which makes them far deadlier foes. They can passively manipulate their lightning techniques; curve them, arc them, even totally reverse and change their trajectory.


                                      Class

                                      • 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.

                                      • Mage Fingers E
                                      A mage can surround an object with their energy and lift it with invisible force. They can manipulate items that are not currently being held by an enemy. Anything that weighs less than a full grown person can be lifted and manipulated.

                                      • Energy Ball D-S
                                      Balls of energy have become a signature for the magus. These are available at every rank with proper scaling effects. The first level is a single ball of energy the color of a magus' energy. It is the size of a basketball and is weightless. This weightlessness allows it to ignore weather and redirection abilities that are not direct energy. Each ball of energy burns with raw power and scorches opponents. D rank is a minor burn, C-rank covers more surface area, B-rank is 1st degree burn with a larger surface area, A-rank is second degree burn with a large surface area and an S-rank ball of energy is a 3rd degree burn. Each rank of energy that is put in to these can create another ball that can be launched at high speeds. 1 Ball at D-rank energy and 5 at S-rank.

                                      • Energy Coat D-SSS
                                      Magii are weaker of body, but their power over the arcane arts is their saving grace. By creating a coating of energy over their physical form a magus can dampen the effects of incoming energy based abilities. If they were to pay a D-rank amount of energy, anything below or equal to it would be reduced in rank of damage. Once the coating takes a hit within one rank of the energy put in to it it disperses.


                                      Sub-Class






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                                          CHARACTER INFORMATION


                                      Personality: Astrid Is an adventurer, always has been since she was young. She will never back down from a challenge and always has an up-beat attitude. She likes to encourage others, and is a huge extrovert socially. She loves to spend her free time at taverns so she tends to get drunk quite alot. In combat astrid is fearless and confident. She tends to use her intuition rather than intelect unlike alot of magnus. She knows she is not a melee type fighter but this does not stop her from fighting in the front lines. She does fear that one day she will be forced to settle down, and can not stand the thought of not being able to fight. During the war in yuran she almost lost an arm. Forcing her to fight more sensibly and to think twice before jumping into a fight.
                                      Sexuality: Bisexual
                                      Quote: "Those who strike from behind are cowards through and through,"
                                      Height: 6ft
                                      Weight: 138
                                      Eye Color: Blue

                                      Favorites:
                                        • She loves the colour of the sky as that is her main domain
                                        • Her favourite activity is flying and drinking but never at the same time. She learnt not to do that the hard way
                                        • She loves huge banquet dinners with plenty of ale and meat to go around
                                        • She loves taking on more challenging opponents, this enables her to push her own limits to the max


                                      Theme Song:
                                      Battle Theme:


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                                          BACKGROUND INFORMATION


                                      xxxxxBorn into a warrior race ruled by men. Astrid Naudr would be the one who proved that women could be just as powerful warriors than men. Being the youngest out of 7 siblings (all boys). Astrid grew up partaking in boyish activities like wrestling, racing, burping contests and exploring. Being a runt of the litter so to speak, Astrid found that she had a natural talent in the arcane so from the age of 12 she began to learn magic. Naturally powerful in lightning magic and energy manipulation, astrid beame a rare breed of magnus, being able to fight on the front lines and holding her own. Once she started to fight and win, the girl began to push herself as much as possible. This lead to her leaving home in search of improving her skills and going on her own adventures. Over the years she travelled to the different nations, learning the common tongue aswell as picking up some elvish. She took odd jobs whereever she could. The biggest adventure she has had to date was the time she stumbled upon an old treasure trove of magical items. One of them being the conduit, a staff that can augment, channel and project magical energy. Aswell as a dusty grimoire which held an ancient magnus ability known as the Elder mark. Giving her the ability to transfer energy from herself to others or the reverse with spoken consent from both parties. Astrid still travels for the adventure and still challenges herself to become a powerful magnus.


PostPosted: Wed Dec 28, 2016 1:44 pm


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OOC:


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Profile


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Rank: Novice
Bloodline: Warden
Class: Magnus
Sub-Class: n/a
Money:
Energy Meter: 1100 / 1100
Strength: 8 ( 10 )
Speed: 6 ( 8 )
Abilities used:





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• The lightning they wield is of holy nature, due to their lineage. It is of exceptional destructive ability; all lightning and bloodline skills they use are given a rank bonus in power.
• When a Magus creates their very own spell it becomes a signature. This spell becomes special and does not take a reduction when the Magus is without their channelling object. It also costs 1/4 less energy to cast.


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[size=9][url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24504939#378084079]Profile[/url][/size]


[img]http://i1004.photobucket.com/albums/af170/happywho06/comic-runes.regular 2_zpsneq0ttno.png[/img]
[spoiler]
Rank: Novice
Bloodline: Warden
Class: Magnus
Sub-Class: n/a
Money:
Energy Meter: 1100 / 1100
Strength: 8 ( 10 )
Speed: 6 ( 8 )
Abilities used:
[spoiler]

[/spoiler]
[/spoiler]

[img]http://i1004.photobucket.com/albums/af170/happywho06/comic-runes.regular 3_zps4udbkhea.png[/img]
[spoiler]
• The lightning they wield is of holy nature, due to their lineage. It is of exceptional destructive ability; all lightning and bloodline skills they use are given a rank bonus in power.
• When a Magus creates their very own spell it becomes a signature. This spell becomes special and does not take a reduction when the Magus is without their channelling object. It also costs 1/4 less energy to cast.
[/spoiler][/align]

shinzo_husky

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