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Jai Bait

Demonic Widow

5,525 Points
  • Demonic Associate 100
  • Hellraiser 500
  • Divorced 100
PostPosted: Fri Jan 16, 2015 8:23 am


heart


Table of Contents: To Be Added
PostPosted: Fri Jan 16, 2015 8:26 am


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ophelia Gareth
                                          Nicknames: Lia
                                          Age: 17
                                          Birthdate: 1/2
                                          Gender: Female

                                          Culture: Lumarian
                                          Religion: Zachariah
                                          Languages:

                                          De Facto - Demonica
                                          Fluent - Common
                                          Basic - Elvin

                                          Nation: Nocturne
                                          Rank: Adept
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Shade
                                          Class: Dragoon
                                            Sub-Class: N.a.

                                          Currency: 12,000
                                          Strength: 6
                                          Speed: 7
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Black
                                          Energy Meter: 900
                                          Element: Water
                                          Battle Strength: Darkness
                                          Battle Weakness: Light

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Talent:


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Armor:


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                                              SKILL INFORMATION

                                          Elemental: Water
                                            • Streaming Water E
                                            • Water Spout D
                                            • Water Whips D
                                            • Water shields C
                                            • Water Jet C
                                            • Wave C
                                            • Bubble C
                                            • Water cloak C
                                            • Kirigakure C
                                            • Water Blade B

                                            Ice
                                            • Ice Barrage D
                                            • Ice Spikes C
                                            • Ice Claws C
                                            • Ice Floor C
                                            • Ice Dome B
                                            • Ice artist A

                                            Ice Spear
                                            • Ice Flower Throw C
                                            • Ice Flower Thrust B
                                            • Frozen Spear Strike B




                                          Bloodline: Shade
                                            • Rolling Shadows E-Rank
                                            • Shadow Walk D-Rank
                                            • Shadow Wall C-Rank
                                            • Shadow Spikes C-Rank
                                            • Phantasm's Grip C-Rank
                                            • Darkness Blade C-Rank
                                            • Breathless Invasion C-Rank
                                            • Shadow Grip B-Rank
                                            • Black Spine B-Rank


                                          Class: Dragoon
                                            • see learned


                                          Sub-Class: None

                                          Hand-to-Hand/Weapon


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                                                CHARACTER INFORMATION


                                            Personality: she is not someone you understand. she is someone you watch, someone you use, someone you mourn. she is made for love but love is not made for her. everything about her runs deeper than in you; her madness is truer, her mind brighter and better broken, and her anguish is in her bones, not her blood. you will never forgive her for dying, but she will aways be dead forever, and your horror means nothing to her anymore. that, more than anything is why you still dream about her and her flowers thrown like curses. She has made herself no longer yours to dream of, choking on her water, crawling through her weeds, living beneath the world; her body inviolate and violable no more, there in her resting place where no man rules.
                                            Sexuality: Pansexual
                                            Quote: "Continue, even after everyone tells you not to."
                                            Height: 5'3
                                            Weight: 120 lb
                                            Eye Color: Green

                                            Favorites:
                                              • color : red
                                              • food : apples
                                              • animal : dragons
                                              • city : Nocturne
                                              • drink : tea


                                            Theme Song: Who We Are
                                            Battle Theme: I Bet My Life


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                                                BACKGROUND INFORMATION


                                            xxxxx
                                            Odyssus was a young woman, a shade barely known in Nocturne. She was almost really irrelevant to the nation, a mere pawn. The only thing she excelled in was her beauty and charisma, which her parents looked down on. To say the least, she got around a lot. Allowing certain men to use her body if they gave the right price. It was how she got most of her money. However, of course a young man decides then to swoop in and fall in love with her. That man being Bijuuk Gareth, a depressing lowlife that grew up in the slums. He was a dragoon, and in the heat. When they... He fell in love with her body, became almost obsessive. Like a drug he had to have her again and again, which she found odd. She asked her parents to kill him, and when they failed... Gareth kidnapped her and literally forced her to fall in love. It's a long and difficult story, which ended in him finding out that she was pregnant.

                                            That is how Ophelia was born. Though Gareth wasn't exactly her father... He was obsessed with acting like it. The first ten years of her life, he lied to her constantly, never telling her about the fact he wasn't her real father. He threatened her mother to never tell her, but she eventually did. When Lia finally found out, she was already orchestrated into being a dragoon, too far to get out. She was trained in armor constantly, and looked up to her father. However it all changed, and currently she no longer trusts him. She is close to her mother though, and constantly writes letters to her. Growing up, she barely had any friends or traumatizing childhood memories. The only thing she is a little bitten up about is the fact that she feels isolated in the world. Other than that, she had a small summons named Ibuki, barely the size of her hand.







    [imgleft]http://i1327.photobucket.com/albums/u667/_RoseScented/Graphics/LEFT2_zps80e691d5.png[/imgleft][img]http://i1327.photobucket.com/albums/u667/_RoseScented/Graphics/RIGHT2_zpshudpzsik.gif[/img]

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    Jai Bait

    Demonic Widow

    5,525 Points
    • Demonic Associate 100
    • Hellraiser 500
    • Divorced 100

    Jai Bait

    Demonic Widow

    5,525 Points
    • Demonic Associate 100
    • Hellraiser 500
    • Divorced 100
    PostPosted: Fri Jan 16, 2015 8:39 am


    Class Information:


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

    D R A G O O N

    The Dragoons began as dragon-hunters. They were so skilled at aerial combat, long jumps, and devastating strikes, that they could zip into the sky and assassinate the monstrous creatures with little effort. In fact, their tactic at killing the creatures was so brutally efficient that the beasts submitted to the Dragoons, laying off of their land forever. Many of the dragons even became the summons or mounts of the warriors, and a prosperous relationship began between them, evolving this class of fighting in a very useful way. Nevertheless, their roots are as sky-hunters; they can fight in the air perhaps even better than on land, and don't forget; they're quite brutal on land.

    User Image - Blocked by "Display Image" Settings. Click to show.
    User Image - Blocked by "Display Image" Settings. Click to show.HM: The Dragoon are, indeed, extremely mobile. They have abilities that can launch them over a hundred feet into the air at ridiculous speeds. Techniques that can allow them to safely fall back to the earth. They can zip through mountains as if they were playing hopscotch, and as an even greater show of their mobility -- at Novice rank, they gain a permanent animal companion. A summon; a dragon. At novice, the dragon cannot yet carry them, as it is still a Drake, only capable of supporting its own weight. Once the Dragoon hits Adept, the dragon will be almost fully grown, and will be capable of taking passengers. Like all dragons, it can breathe fire, and is very physically strong.

    GD: Considering Dragoon wear dragonbone/dragonscale armor, they are highly resistant to corrosive acid attacks, as well as fire. The armor is fairly light for them, considering they've trained with it since a young age, and is far sturdier than steel. They also have a few defensive abilities in their repertoire, which are very useful for their type of combat.

    U: The Dragoon are capable of long-ranged dragon spells, mid-ranged spear-throwing techniques, and can easily dominate close-ranged. Their dragon mount, as well as their skills that allow them to easily close the distance on any opponent, assure you of their vast range of options.

    User Image - Blocked by "Display Image" Settings. Click to show.
    User Image - Blocked by "Display Image" Settings. Click to show.EC: Considering they have no sub-class, their 'utility' perhaps might not be as varied as others. Thus, they have smaller options, and there is more room to counter them. Similarly, they may be able to dominate the ground and the air, but enemies submerged in some way would leave them helpless. Dragons are also large targets, and thus can be whittled down with bullets and other fast projectiles if the Dragoon doesn't position properly.

    WE: Before obtaining your dragon mount, and before they can fly, you're fairly weak. Your long-jumps are better-used to leap off of your mount and pursue targets, and considering the dragon is such an integral part of the class, before Adept-rank you're not meeting your potential.

    NS: You might look at this and think, "why? Why no sub-class?" It's as simple as this, really; the Dragon they can summon has the potential to become so powerful it's easily worth the sub-class slot.

    XXXCLARIFICATIONS ON THE DRAGON
    The dragon mount takes up your summon slot; it counts as "the one summon you can have with its own energy pool". This means that all dragoon class abilities that your dragon specifically uses count on his/her energy pool, not yours. Your dragon is always one rank higher than you, even at Sage, where it will become SS. Once the dragon hits 'S' rank, it becomes considered a boss-class monster, and can be upgraded accordingly: upgraded in stats, in abilities, in scale hardness, whatever. The dragon itself initially starts off averagely, but it grows rapidly along with its rider.
    Base stats for the dragon are: (str/spd)
    Adept: 7/8
    Expert: 9/9
    Master: 12/12
    Sage: 13/14
    Legendary Monster: 15/17
    It does not start at Novice, since, as stated, it is always a rank higher than you.
    When the dragon reaches S rank, and becomes a boss, it develops in a particular way. Its body gains the ability to 'shift' between a dragon that walks on two legs, usually wielding a spear and a shield (or dual blades), or even a humanoid, draconian-like creature. In the humanoid-form, it can use all dragoon abilities, but is less sturdy.

    User Image - Blocked by "Display Image" Settings. Click to show.
    User Image - Blocked by "Display Image" Settings. Click to show. LIMITS: You can master the spear.
    You can master one sword style.
    You cannot learn any hand-to-hand styles.
    You cannot learn/use any ranged weapons.
    BONUSES: Spear techniques are learned with -2 posts.
    You automatically obtain your Dragon summon at Novice; you don't need to learn it.
    Fire and acid attacks do one rank less of damage against you.



    Bloodline Information:


    User Image

    xxxxxxxxxxShade
    [ Darkness is Our Ally ]


    xxxxxHISTORY
    The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.

    Stats: Strength/Speed
    4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]


    xxxxxDESCRIPTION

    The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges



    xxxxxRULES
    • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally.
    • Fire and light skills deals 1 rank higher damage.
    • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
    • Can't be a Berserker, Weapon Master, Paladin, Cleric or a Knight.



    xxxxxWEAKNESSES
    • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body.
    • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.



    xxxxxSTRENGTHS
    • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user.
    • Massive boosts when in shadowy or Darkened areas.
    • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes)
    • You do not age; you do not breath; you do not sleep.



    xxxxxPASSIVE ABILITIES
    Shadow Form
    Most, if not all, physical attacks simply phase through the user. This can be a good and a bad thing. If all the opponent has all weapon and hand to hand styles, then the techniques that do not have energy coated on the weapons will simply go right through the user, making all other attacks useless. This is also bad because if the Shade attempts to attack, once can aim a physical attack at him, forcing him to turn himself into his shadowy form. By disrupting him, all of the skills he used are turned into smoke. The user may also chose to go into his incorporeal form once every three posts, at which point he can't attack.

    Shadow Regeneration
    The Shades are known to be living and breathing elementals of darkness. Because of that, they are capable of recovering at a slow rate while residing in dark areas or in an ally's shadow. The body is constantly healing for as long as they are within darkness and having their weapons put away. The rate of healing increases with the duration they remain in the darkness. During the regeneration process, the user cannot use offensive Bloodline or Elemental skills. If they are attacked, they have to restart recovery at the slowest rate.
    1 post: Small cuts & bruises are healed.
    2 Posts: Gashes are turned into small cuts.
    3 Posts: Broken limbs can recover within three constant posts inside of darkness.
    4 Posts: Internal injuries or burns from light/flame/holy techniques can be recovered.
    5 posts: An entire missing body part can be restored at a slow, and painful rate(Excluding the head or torso and it takes 5 full posts waiting in darkness to recover.).

    Shadowy Trail
    A Shade does not cast a shadow, but can choose to merge with the shadow of an ally, similar to a ninja. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. The Shade can't be detected other than by holy creatures such as Nephilims, or Paladins and Clerics.



    xxxxxTECHNIQUES

    Rolling Shadows E-Rank
    In case you want to close the distance between you and your enemy, you may turn yourself into a shadowy form and close the distance almost instantly, surely surprising the opponent. However, after the use of this skill, even if you are hit by a physical skill, you will not phase through it. Instead, you will take the damage.

    Shadow Walk D-Rank
    The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade and cannot be caused by your cape.

    Shadow Wall C-Rank
    When an incoming attack threatens the user, instead of choosing to go incorporeal, he can summon a wall of shadows to attempt to block any physical skill of C Rank and lower. Other skills like magical skills (elements and mage spells) go right through the barrier.

    Shadow Spikes C-Rank
    In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.

    Phantasm's Grip C-Rank
    With the possibility of darkness hosting everywhere, the user gets in close and strikes the body. The darkness inside of the foe's body is very unstable and has limited control. The user uses the contact of the bodies to dish out a powerful surge of darkness into the foe's bloodstream, causing their foe's body to be paralyzed for a single post after being hit with this.

    Darkness Blade C-Rank
    The user enchants their weapon with dark energy, sans the Unholy addition. The darkness coats the damaging area of the weapon, almost making it invisible during the night time. During the day time, the weapon's dark energy will be seen flowing outward, however the swings of this weapon release spheres of dark energy.

    Breathless Invasion C-Rank
    A special type of darkness technique that creates a thick set of smog into the air. The smog is capable of being controlled by the shade's natural control, sending the black smog to the foe. It won't take long before the opponent begins to have trouble breathing properly. The smog soon begins to cause blindness with the breathing difficulties and lasts for 3 posts. The effects of the created smog last for 4 posts total, but the technique requires a full 5 post cooldown.

    Shadow Grip B-Rank
    By forming a large hand of shadows, the user can extend it up to 10 feet and grab the opponent, limiting his movements. After taking considerable damage, like a broken bone due to the hand constricting their body, anyone with 7 strength and above can shatter the hand.

    Black Spine B-Rank
    A stronger version of the Shadow Spikes skill, the user doesn't need to be hiding in the darkness to use this skill. Using the darkness that is underneath the earth, the user can either stomp or punch the ground hard. This causes a sharp thin blade of darkness to stab out of the ground, usually towards the opponent or underneath. This can be used up to 20 feet away from the user, so long as their opponent is within their sights.

    Shadow Sphere B-Rank
    A condensed sphere of darkness created for offensive maneuvers. Unlike the Dark Ball techniques from the Shadowknight or Necromancers, this does not generate from thin air. This technique literally takes shadows from the ground or walls to generate a condensed power. When shot out from the palms of the user's hands, the sphere homes in on the location of the foe, meaning the shade can be crafty with this skill. On impact, the darkness manifests onto the area it hits, blinding foes or creating a slick sludge of darkness.

    Shadow Pinning B-Rank
    A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.

    Moonlight Spear A-Rank
    Can be used at anytime, but gains a rank in power if used during the time of night. A special kind of spear that is generated from pure dark energy, appearing as some sort of dark blue bolt of lightning. The user channels their energy through the spear, getting granting it more strength and power for it to pierce the air. The shade takes a step towards the opponent and hurls the spear silently to a total of 50 feet, the light of the bolt making it hard to see clearly except for the black outlining of energy. On impact, the spear shatters, but it inflicts heavy physical damage to the foe, leaving on the foe a small hex mark that heavily poisons the foe, reducing the foe's strength and speed by 2 for 4 posts. This cannot pierce through armor or shields, but the attack is capable of shattering shields weaker than the spear itself.

    First Shade's Fist A-Rank
    The Shade gains access to summon the first created being of darkness's own hand. It's a fraction of what the First Shade is capable of, but still very strong. The user summons the fist up from underneath the opponent, breaking the ground in the process. It happens quickly, but with a noticable start-up rate. The hand can reach up and grasp an entire leg of the foe to keep them grounded. It takes the user a single post, emitting their dark aura as they channel into the darkness within the Earth itself. Should the user be hit with anything(something big enough to make someone go off balance) they will lose their concentration and the technique is broken. The grasp is strong enough to break the foe's leg if allowed, but it is capable of being dodged in the 6-way run directions as this only shoots straight up for about 6 feet into the air.

    Deepest Darkness A-Rank
    Required: Master Rank
    A pure illusory skill that is triggered standing still for one whole post. This plunges the entire area into a pool of darkness, along with everyone in it.It limits the vision of all ensnared in this pool to 3 feet in front of them, with Rangers and Gunslingers having up to 10 feet, due to their perfect vision. This pool saps all energy used in attempts to escape and gives it to the user, unless someone uses a skill of A Ranked and above to break the skill.

    Shadowy Judgement S-Rank
    One of the most feared techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.

    True Gift of the First Shade S-Rank
    The Shade gains one of the abilities of the Original Shade from olden times. The gift allows the Shade to absorb in as much darkness or shadows around them into their body, gaining the strength of multiple shadows as one. This transforms the user into an Abyss Shade, maxed out in their stats even in sunlight. The form lasts about 7 posts with a 10 post cooldown afterwards. The user gains the ability of Dark Blade, their weapon is endowed with pure dark energy and becomes a literal extension of themselves. This increases the blade length by at least 5 inches while it becomes dangerous to neutral foes. This can only be used three times in battle each time.

    A World of Shadows SS-Rank
    The Shade is now capable of covering even the brightest area in a dense cloud of shadows, allowing him to use all other techniques in this bloodline for half the cost for a duration of 5 posts and to get the boost for being in darkness. This enables the Shadow Walk to be used where ever the user wants, however in the cloud of shadows, it makes a clicking sound. This alarms others of where they are. This can't be blown away by simple winds, but the use of Soul Judgement or Gift of God seems to dispel this skill.


    xxxxxADDITIONAL COMMENTS
    Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.



    xxxxxRESTRICTIONS
    • No clerics, paladins, Mechanist, Berserker, Weapon Master, Paladin, Cleric, Knight, or a Mage Class.
    • Cannot have Fire as an Element


    [ Bloodline created by Wings ]

    PostPosted: Fri Jan 16, 2015 8:51 am


    Learned

    Bloodline:

    • Rolling Shadows E-Rank
    In case you want to close the distance between you and your enemy, you may turn yourself into a shadowy form and close the distance almost instantly, surely surprising the opponent. However, after the use of this skill, even if you are hit by a physical skill, you will not phase through it. Instead, you will take the damage.

    • Shadow Walk D-Rank
    The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade and cannot be caused by your cape.

    • Shadow Wall C-Rank
    When an incoming attack threatens the user, instead of choosing to go incorporeal, he can summon a wall of shadows to attempt to block any physical skill of C Rank and lower. Other skills like magical skills (elements and mage spells) go right through the barrier.

    • Shadow Spikes C-Rank
    In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.

    • Phantasm's Grip C-Rank
    With the possibility of darkness hosting everywhere, the user gets in close and strikes the body. The darkness inside of the foe's body is very unstable and has limited control. The user uses the contact of the bodies to dish out a powerful surge of darkness into the foe's bloodstream, causing their foe's body to be paralyzed for a single post after being hit with this.

    • Darkness Blade C-Rank
    The user enchants their weapon with dark energy, sans the Unholy addition. The darkness coats the damaging area of the weapon, almost making it invisible during the night time. During the day time, the weapon's dark energy will be seen flowing outward, however the swings of this weapon release spheres of dark energy.

    • Breathless Invasion C-Rank
    A special type of darkness technique that creates a thick set of smog into the air. The smog is capable of being controlled by the shade's natural control, sending the black smog to the foe. It won't take long before the opponent begins to have trouble breathing properly. The smog soon begins to cause blindness with the breathing difficulties and lasts for 3 posts. The effects of the created smog last for 4 posts total, but the technique requires a full 5 post cooldown.

    • Shadow Grip B-Rank
    By forming a large hand of shadows, the user can extend it up to 10 feet and grab the opponent, limiting his movements. After taking considerable damage, like a broken bone due to the hand constricting their body, anyone with 7 strength and above can shatter the hand.

    • Black Spine B-Rank
    A stronger version of the Shadow Spikes skill, the user doesn't need to be hiding in the darkness to use this skill. Using the darkness that is underneath the earth, the user can either stomp or punch the ground hard. This causes a sharp thin blade of darkness to stab out of the ground, usually towards the opponent or underneath. This can be used up to 20 feet away from the user, so long as their opponent is within their sights.


    Dragoon:

    Skill name: Beastial Leap
    Rank: E - C
    Skill description: This skill is the most basic and most used of the dragoon class. with it, the dragoon can close the distance between him and his target with rediculous ease and speed. for E ranked energy, they can leap a maximum of twenty feet, and that's from a standing position. At D rank, they can leap fifty feet. And at C rank, they can easily jump from mountain top to mountain top, as described in the class description.

    Skill name: Telepathy
    Rank: E (Passive)
    Limits: Novice rank, must have aquired the dragon
    Skill description: As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds... pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.

    Skill name: Aerial Launch
    Rank: E-C
    Limits: C ranked version requires adept rank.
    Skill description: One of the simplest skills of the Dragoon, by augmenting their legs with certain amounts of energy, they can jump several feet into the air, based on the amount of energy they use. At E rank the User can jump around twenty feet into the air, an impressive height indeed. at D rank, this jump is upgraded to around 50 feet. And at C rank the dragoon is said to have been able to jump as high as dragons can fly, easily overtaking the beasts in their own dominion.

    Skill name: Dragon sight
    Rank: D
    Skill description: In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.

    Skill name: Aerial Recovery
    Rank: D
    Skill description: This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet.

    Skill name: Soft landing
    Rank: D (Passive)
    Skill description: A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances, and come out unharmed.

    Skill name: Dragon Heal
    Rank: D-S
    Limits: Can't be used on anything besides your dragon.
    Skill description: The Dragoon cares deeply about their dragon, and by the transferrence of their own energy they can heal their dragon. Damage healed is proportionate with the energy used.
    D rank: normal gashes and cuts
    C rank: Large gashes and cuts, as well as severed arteries.
    B rank: Broken bones of the dragon and non vital organs.
    A rank: Pretty much any organ besides their heart or brain
    S rank: Can regenerate a dragons limbs, though this costs SS ranked energy.

    Skill name: Dragoon Breath
    Rank: C-A
    Limits: Novice rank
    Skill description: This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect.
    The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel.
    The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind.
    The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel.
    The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill.
    For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.

    Skill name: Strength of the Dragon
    Rank: C
    Limits: Must have your dragon's consent to do this
    Skill description: By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+1) At master rank, this boost is a (+2). It lasts for ten posts, and can only be used once per battle, as all Dragoons care for their dragons far too much to want to make themselves more powerful at the dragon's expense.

    Skill name: Masterful dragon riding
    Rank: C (Passive)
    Limits: Adept rank; Dragon mount required
    Skill description: The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.

    Skill name: Helm Splitter
    Rank: C - B
    If it uses ammo how much:
    Limits: Novice rank (Adept rank for B ranked version)
    Skill description: The dragoon jumps high into the air and flips, holding their weapon high above their head in a two handed grip. upon completing the flip, they will bring their weapon downward in a vicious arc, the combination of the momentum, weight, and kinetic force the user put behind the blade enough to shear clean through helmets of iron rank, cleaving clean through the opponent's skull as well. at adept rank they can cleave through thick steel as well.

    Skill name: Levitation
    Rank: C
    Requirements: Expert rank
    Skill description: At the cost of a C ranked energy, the dragoon activates this skill. This allows them to levitate slightly off of the ground (No more than two feet), and is useful against enemies using an earthquake skill, or anything of the sort.

    Skill name: Draconic Spikes
    Rank: C
    limits: Adept rank
    Skill description: The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into anopponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.


    Summons:



    Water Element:

    • 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
    C= 3 meters; blunt
    B= Two 3 meters; sharp as a knife
    A= 5 meters; sharp as a sword
    S= Two 7 meters; long ones sharp as a sword.

    • Water shields C
    Requires Water Whips
    Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.

    C= You just make a shield
    B= It will bend around the impact if its blunt trapping that thing that impacted.
    A= Creates a compressed wall that can take Sword attacks up to B rank
    S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.

    • Water Jet C
    Requires Water whips
    High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.

    • Wave C
    By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

    C= Three feet high
    B= Meter high
    A= Two meters high
    S= One and a half stories high.

    • Bubble C
    Must be at least Adept rank
    When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.

    Water cloak C
    Must be at least Adept Rank:
    An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.

    • Kirigakure C
    A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.

    • Water Blade B
    Must be at least Adept rank
    By compressing and thinning a s stream of water you sharpen it to a point that it can easily cut through steel.

    • 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.

    • Ice Spikes C
    Elementalists can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.

    • Ice Claws C
    A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. A water user can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Also assumed that they can make ice gloves

    • Ice Floor C
    With a sufficient amount of water a master can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing the elementalist to slide around.

    • Ice Dome B
    An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.

    • Ice artist A
    Being a great ice maker or, ice sculptor, you make move the water in the right place before you freeze it. You can make almost about anything with the imagination in your head to bring it out. For example, you can make images of people, animals, and even objects like a cage to possibly to trap your enemies.


    Ice Spear Skills

    Ice Flower Throw C
    A special type of throw technique only relatable to the Ice Spear itself. The user can give this technique a small form of a spin, like a windmill and throw it, or throw it straight. In any way the spear is thrown, on impact, the Ice Spear will create a frozen spike on the surface of what it hits along with creating a frozen spot in 5ft diameter.

    Ice Flower Thrust B
    The user creates their trident spear and dash forward with it aimed forward at their side. The user then thrusts the spear out before them towards the opponent as various other spearheads appeared around the main spear. Each spearhead causes C rank damage, totally up to five C rank strikes. The specialty about this technique, is that the spear heads can appear whenever the user wants and shoot forward as the user is still thrusting.

    Frozen Spear Strike B
    The user spawns in their spear, it's white glow of ice having vanished as it seems more packed than before. If charged with B energy, the user can thrust out with it towards the opponent with a single thrust. Whatever it connects with will be quickly chilled down to numbness.


    Jai Bait

    Demonic Widow

    5,525 Points
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    Jai Bait

    Demonic Widow

    5,525 Points
    • Demonic Associate 100
    • Hellraiser 500
    • Divorced 100
    PostPosted: Sat Jan 17, 2015 6:52 am


    User Image


    IBUKI [Poison Claws ]

    Rank: Expert [Currently]
    Energy: 1300
    Stats: 9/9


    ▰ ▰ ▰ DESCRIPTION

    Dragons, the serpents of the sky. There are hundreds of types of dragons, but this one comes from one of the only Guardian ones, Kurztev. Kurztev dragons can choose when to hatch, who to hatch to, and they spend their entire life looking after the single person. They dedicate their lives to protecting and serving them, and even tend to go off the powers of their master. For Ophelia, despite the way it appears, Ibuki has the poison prowess. If Ophelia was to ever die, Kurztev dragons are accustomed to either killing themselves off or going on a rampage on whoever brought the death on their master. It's impossible for Ibuki to hurt Ophelia with his own techniques. The size of the dragon at expert is 50 ft. The tail length is 20 ft and the length of the body is 20 ft. The head adds another 15 ft.


    ▰ ▰ ▰ HISTORY

    The weak usually do not rise, but fall. There are exceptions, however. When something is born, it is weak. It takes a strong guardian to make them strong, and people often forget that. That is how Ibuki was born, and how it will be raised. The young beauty was presented to Ophelia as an egg, yet to be hatched. She belonged to a deranged vampire from the outskirts of Nocturne, but never hatched for her. Eventually the years went by, and the vampire started to doubt it was a dragons egg. She traded it gladly, for a lot of wheat. Ophelia got it on her 11th birthday, but it didn't hatch for her until her 15th birthday. The first two years of the dragon's life had been playful, with a bit of training. Eventually it started growing, and eventually she was old enough to join the army.

    ▰ ▰ ▰ SKILLS

    • Pound B
    The dragon uses its tail to slam onto the ground, releasing an acid-type chemical that destroys the earth, and whoever or whatever is standing on it within a 15 feet radius. This acid comes from the tail and seems into the ground quickly. It rots nature and it seeps through cloth. If it contacts the skin it will first irritate the opponent, and through several minutes it eventually melts off the skin, and the skin only.

    • Flouride Venom Passive
    This venom is coated on the claws, teeth, and in the saliva at will. The venom will only go in affect with mild to severe wounds inflicted, or if the saliva slips into an opened severe wound. When exposed to the human flesh, it is initially painless. The fact that it doesn’t hurt means people can become seriously exposed without even realizing it. It seeps through the skin and into the bloodstream, where it reacts with the calcium in the body. In the worst cases, it can soak through the tissue and destroy the underlying bone. It begins in 2 posts after being exposed, on the third post the victim will feel mild pain, on the fourth post they will feel terrible withering pain, and on the fifth post they will pass out. If no doctor treats the victim after the 7th post they will die.

    • Breath of Death S
    Ibuki exhales a gas called Hydrogen Cyanide, with a 50 feet radius. Cyanide kills by binding to the iron in our blood cells and choking them off, removing their ability to transfer oxygen throughout the body. After the gas is released, those who inhale it have two posts before they drop dead.

    • Acidic Defense A
    Ibuki releases an acid that melts through all metals instantly, it seems through all of its pores and basically coats itself for 4 posts. No weapons will be able to touch it in that time period without being destroyed.



    PostPosted: Wed May 20, 2015 6:02 pm


    User ImageUser Image

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    Jai Bait

    Demonic Widow

    5,525 Points
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    Jai Bait

    Demonic Widow

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    • Demonic Associate 100
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    • Divorced 100
    PostPosted: Wed May 20, 2015 6:04 pm


              User Image


                                                MAIN INFORMATION


                                            Name: Sage
                                            Age: 19
                                            Gender: Female

                                            Culture: South Fraxonite
                                            Religion: Daniel
                                            Languages:

                                            De Facto - Common
                                            Fluent - Demonica
                                            Basic - Angelica

                                            Nation: Kranila
                                            Rank: Adept
                                            Title: Citizen


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                                                MAJOR INFORMATION


                                            Bloodline: Red
                                            Class: Mage
                                              Sub-Class: unlocked at expert rank

                                            Strength: 4
                                            Speed: 6
                                            Gene Mods:

                                            Energy Color: Crimson
                                            Energy Meter: 1800
                                            Element: All . Water Main.
                                            Battle Strength: Energy
                                            Battle Weakness: Hand-to-hand

                                            Fights Won: 0
                                            Fights Lost: 0

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


                                            Gold: 8,121

                                            Talent: She excels in all things creative, and is able to get performance jobs to pay for things like food or shelter. Singing, dancing, painting, you name it. She was blessed with abilities that she doesn't quite appreciate.


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                                                EQUIPMENT INFORMATION


                                            Weapons:
                                            Armor:



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                                                SKILL INFORMATION


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

                                            Light E
                                            The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.

                                            Energy Ball E
                                            The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.

                                            Mage Hand D
                                            You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.

                                            Ghost Sounds D
                                            The user causes the sounds of anything they wish, from foot steps to a roar.

                                            Projection D
                                            The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.

                                            Acsio D
                                            An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.

                                            Energy Coat D
                                            Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.

                                            Mystic Impalement D
                                            The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.

                                            Blink C
                                            Requires Master Rank
                                            You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation (15-ish feet).

                                            Illusory Wall C
                                            This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

                                            Haste C
                                            The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.

                                            Slow C
                                            An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.

                                            Water Breathing C
                                            The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air. Lasts for 15 posts. Divide by amount of people casted on evenly if casted on a group. Can be renewed when underwater.

                                            Grease C
                                            A grease spell covers a solid surface with a layer of slippery grease.

                                            Mending C
                                            Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending.

                                            Message C
                                            You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

                                            Ascendare C
                                            Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.

                                            Exuo C
                                            The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.

                                            Blasting Energy C
                                            It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.

                                            Animalia C
                                            Requires Adept Rank
                                            For a moment of 10 posts you create a giant version of an animal of your choosing. This is made out of your energy and controlled by your will. Use your imagination for this one. It can be destroyed by an impact that would measure up to a B rank attack.

                                            Stupor C
                                            Requires Adept rank
                                            A simple spell really. It will send out a blast of energy the size of your average basketball. Upon contact it will explode, should it contact your body it will send you flying backwards two meters if there is a wall or tree behind you then ouch. If you attack it with another attack as long as it is not your fist it will just explode and knock the weapon out of your hand, arrows and bullets dont work unless fired in numbers over 5 or charged attacks.

                                            Aether Barrage C
                                            A short ranged attack limited to three meters in range. It will cause five spikes of the energy of the arcanist to burst out of them from any point of their body and these spikes are equivalent to the force of a D rank attack. They may all hit one object thus equating to a C rank attack or attack individual targets. Only the tip of these energy spikes are sharp the rest is blunt.

                                            Alarm C
                                            Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
                                            - Mental Alarm: A mental alarm alerts you (and only you). You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration
                                            - Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within the region of the warded area can hear it clearly.

                                            Chilling Touch C
                                            A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.

                                            Burning Hand C
                                            A touch from your hand, which glows red, funnels a heat energy into the target. This can cvause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)

                                            Shocking Grasp C
                                            By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.



                                            Bloodline: Red

                                            • Meditation D-S
                                            This ability allows a Red to greatly perceive the energy around them. It, however, requires immense stillness in both the mind and body. During absolute meditation, they can precisely detect and analyze energy miles around them. This technique passively grows as you rank up. At Sage, it will be able to directly pinpoint a source of energy from essentially anywhere in the world. It cannot bypass most forms of energy concealment, however.

                                            • Compel B
                                            This ability lasts for three posts. By expending an appropriate amount of energy, you can force the opponent to direct their attacks at you. Nothing else changes, other than that. They can still defend against other people, are aware of their surroundings, etc. This is essentially a "taunt".

                                            • Bodily Afflictions A
                                            A Red can regenerate once reaching the appropriate rank. However, with this ability, you can regenerate regardless of rank. It is not a passive, free, and slow regeneration however. You hold your hand against your chest, and then waves of energy will cleanse your body of its injuries. It can heal all wounds except for fatal ones. This can be used on others, but with a ray of energy instead of direct hand-to-chest combat.



                                            Earth
                                            • Earth & Stone Levitation E (Energy usage depends on size of rock)
                                            The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.

                                            E= Up to melon sized
                                            D= 5 foot cube
                                            C= dining table
                                            B= Car sized
                                            A= Bus Sized
                                            S= 3 story house.

                                            • Rock shield D
                                            A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.

                                            • Rock Hanging D
                                            By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.

                                            • Earth Trap D
                                            Requires Novice level
                                            A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well

                                            • Hephaestus's Forge C
                                            Requires: Adept
                                            The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.

                                            • Rock Slide C
                                            Requires: Earth & Stone Levitation
                                            If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.

                                            • Rock Armor C
                                            Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.

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

                                            • S-Zone C
                                            Must know Vibration Sensory, must be at least Adept rank
                                            A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.

                                            • Earth Column C
                                            Requires Earth & Stone Levitation
                                            A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.

                                            • Dust Cloud C
                                            By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.

                                            • Dust Shield C
                                            A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.



                                            Fire

                                            • 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 elementaliist 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.



                                            Air

                                            • Air Suction E
                                            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
                                            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 Funnel D
                                            Requires: Air Suction
                                            An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.

                                            • 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
                                            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.

                                            • Air Spout D (lasts two posts, costs 10 energy per post beyond the first two)
                                            Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground.

                                            • Break Wind D
                                            The user giving out a large amount of air out from their behind. This is best used whenever someone decides to attack from behind. It can give out a large odor out of if wanted, to distract the enemy and probably make them cover there nose.

                                            • Drift D
                                            Requires: Featherweight
                                            A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.

                                            • Great Breath D-A
                                            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.

                                            • Featherweight C
                                            By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.

                                            • Air weapons C
                                            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.

                                            • Enhanced Speed/Jump C
                                            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 Blast C (Energy usage depends on force inflicted)
                                            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.

                                            C= A tackle
                                            B= Kick of horse
                                            A= Car
                                            S= BUS!


                                            Main : 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
                                            C= 3 meters; blunt
                                            B= Two 3 meters; sharp as a knife
                                            A= 5 meters; sharp as a sword
                                            S= Two 7 meters; long ones sharp as a sword.

                                            • Water shields C
                                            Requires Water Whips
                                            Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.

                                            C= You just make a shield
                                            B= It will bend around the impact if its blunt trapping that thing that impacted.
                                            A= Creates a compressed wall that can take Sword attacks up to B rank
                                            S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.

                                            • Water Jet C
                                            Requires Water whips
                                            High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.

                                            • Wave C
                                            By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

                                            C= Three feet high
                                            B= Meter high
                                            A= Two meters high
                                            S= One and a half stories high.

                                            • Bubble C
                                            Must be at least Adept rank
                                            When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.

                                            Water cloak C
                                            Must be at least Adept Rank:
                                            An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.

                                            • Kirigakure C
                                            A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.

                                            • Water Blade B
                                            Must be at least Adept rank
                                            By compressing and thinning a s stream of water you sharpen it to a point that it can easily cut through steel.

                                            • 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.

                                            • Ice Spikes C
                                            Elementalists can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.

                                            • Ice Claws C
                                            A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. A water user can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Also assumed that they can make ice gloves

                                            • Ice Floor C
                                            With a sufficient amount of water a master can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing the elementalist to slide around.

                                            • Ice Dome B
                                            An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.

                                            • Ice artist A
                                            Being a great ice maker or, ice sculptor, you make move the water in the right place before you freeze it. You can make almost about anything with the imagination in your head to bring it out. For example, you can make images of people, animals, and even objects like a cage to possibly to trap your enemies.






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                                                CHARACTER INFORMATION


                                            Personality: She is always searching for more knowledge, and is sort of arrogant when it comes to her own abilities. Her confidence in her brain power and magical power is sometimes seen as a flaw, but she isn't the type to flaunt it to anyone she doesn't trust. She acts stupid to those she thinks will eventually be a potential threat.
                                            Sexuality: Heterosexual
                                            Quote: "Knowledge is privilege, which is power."
                                            Height: 5'2
                                            Weight: 110 lb
                                            Eye Color: Blue

                                            Favorites:
                                              • color : Blue
                                              • food : Lamb Stew
                                              • animal : Wolves
                                              • city : Lukhans Landing


                                            Theme Song: Wind :; Brian Crain
                                            Battle Theme: Go Head :; Rocstrong


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                                                BACKGROUND INFORMATION


                                            xxxxx Things began when she was born, things seemed harder then it was supposed to be for a little girl so young to the world. Her mother lived in the kingdom of Fronta, as a common whore. When she became pregnant, the foul woman attempted to kill the baby looming inside of her. She failed because a kind looking doctor nearby didn't believe in such a murder. He nursed her mother, however she ended up dying during child birth. The doctor, whose named was Dorian, named the little newborn Sage. He didn't know the dead whores last name, nor did he care at that moment. He had always wanted a child, but this one was born differently. He was an observant human, who modified his body to become more able to sense things. He noticed her energy was overwhelming compared to others. A Red, he realized. He named her Sage. Things looked good the first three years of the girls life, but Dorian begun to slip when it came to finances. He couldn't salvage enough time to take care of the child and work, so he ended up giving her away to the orphanage. This orphanage was where things started to go bad. She was raised there from age three to eight, constantly abused by the old fat lady. Sage was eventually adopted by a vampire, that lived far off from the Fronta Empire. This was when she was first introduced to Nocturne, and stayed the old man Yvin's daughter until she was 16. He used her like a blood slave, but treated her relatively well. It was as if he feared she would one day lash out, and that was what happened. She killed him at 16, not because she was cold blooded but because it had made her sick, being treated like a loving cow. Being milked, feeling weak all the time. She eventually began her journey to Kranila.


    PostPosted: Sat Jun 20, 2015 8:43 pm



      RPC Name: Sage
      RPC Rank: Adept
      RPC Bloodline: Red
      RPC Class: Mage
        RPC Subclass None



      Talent Name: Kiss of Death
      Talent Description: Sage gains access to the techniques available to the vampires. She can never reach elder state, however.
      Talent Weakness: She does not gain regeneration abilities, or any of the strengths of the vampires. She is weakened to holy attacks (+1 rank). She can't gain any of the passives either. This talent also cancels out subclassing.
      How did the character get this talent?: When she was younger, she was adopted by a vampire that slowly bled her out over the years. He got close to finishing the vampire ritual but never fully did, leaving her with some vampire characteristics but not all.

    Jai Bait

    Demonic Widow

    5,525 Points
    • Demonic Associate 100
    • Hellraiser 500
    • Divorced 100

    Jai Bait

    Demonic Widow

    5,525 Points
    • Demonic Associate 100
    • Hellraiser 500
    • Divorced 100
    PostPosted: Tue Jun 23, 2015 7:40 pm


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