Energy Color: Purple Energy Meter: 550 Element: Air/Wind Battle Strength:Bloodline: • Very agile and fast. • All skills take half the time to learn. • Their senses are as sharp as any animal, making them deadly predators • Can see in the dark. • Cat-like grace, Kiranu can get around very easily. They have incredible balance and always seem to land on their feet, even if from high heights. They also have incredible regenration, rivaling their mortal enemies the fairhairs.
Class: • All weapon masters have uncanny battle sense and awareness that is unique to their keen senses as warriors. This knowledge allows them to create a custom passive specific to their character, and specialization. • All Weapon Masters tend to be quick on their feet and hit hard. They enjoy the highest stats to offer. • A Weapon Master may learn Every Single Weapon style. • Instead of receiving energy boosts, weapon masters gain a rank boost to any skills used with a weapon, and rankles attacks IE shooting a bullet/bolt or swinging a sword is treated as two ranks lower than them in terms of power. • Whatever weapon the Grand Master uses they are instantly good with. Average people who are not trained specifically with weapons are inferior to them. In a 1 on 1 battle, the grand master would be able to outplay them when it comes to sheer skill of weapon fighting. • They can learn every single weapon style. • Can use any weapon they pick up and wield it with skill, even if its a rusty spoon.
Battle Weakness:Bloodline: • Sharp senses can be a drawback. Sense-affecting abilities will hit you hard. • They are restricted to berserker, weapon master, ranger, ninja, and assassin classes. • While in human form they are pretty weak. All they have going for them is their agility. It isn't until transformation that they can actually do serious damage.
Class: • They cannot however learn magic above B rank unless it directly involves a weapon they use.
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Gold: 3,000
Talent:Talent Name: Anthropomorphic Transformation. Talent Description: Youroka has the ability to transform her body into one that is more feline than human, but is still bipedal. This replaces the Partial form that she is able to transform into, however, it gains the same amount of time to transform into it (one post). Also in her animal form, she is bigger than most of her Kiranu brethren (Think Dire-Panther/War horse size.) Changing into these forms is painless.
Also, because of the ability to transform into this form, Youroka's claws are one rank higher than her current rank. (Meaning as a novice, she can use C rank enhancements on her claws.)
Talent Weakness: Youroka is unable to transform parts of her body into that of an animal. It is either her entire body into this between form, Human form, or feral form. This also caused her spots to go from the typical lighter black spots to bright purple spots, making it obvious that she is not a part of nature in her feral form.
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.
• Gust D
The user will release a gust of air rapidly from their body, which knocks away weak enough enemies. Anything with a strength rating of over 6 can withstand the blast.
• 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 is not rooted or firmly planted on the ground. The amount increases with each rank.
Bloodline
• The Beast Inside
Kiranu each have a form that they can freely transform into. This can be a partial transformation or a full on morph depending on their preference. They have only one feline form to turn in to. Transformation as a 2 cool down post, meaning they cannot transform in and out of this state rapidly. Partial transformations have a 1 post cool down.
• Thrill of the Hunt
At the start of every battle the Kiranu can select a person they intend to kill. This will initiate a hunt. It is a ritual of sorts, a rite that every one of this kind claims they have. If the Kiranu is successful in killing the target they selected at the start of the battle, they receive a permanent +1/+1 to their stats. This cannot exceed the cap.
• Tracking
Once a Kiranu gets the scent of someone it is almost impossible for them to not be able to find them. So long as that person is in the thread and if the Kiranu's sense of smell has not been disrupted they will always know. They can only track one person, though the Kiranu can freely choose which target they want to hunt.
• Licking My Wounds
Like their polar opposites, the Kiranu have powerful regenerative abilities granted to them by their magic. At lower ranks, they can regenerate up to a lost limb for around 25 energy. Starting at B rank, you would have to destroy every bit of their body, or they would simply recover from any wounds, even those fatal to another creature, for no cost instantly.
• Stalking Prey
A predator knows how to stalk their prey and understands the art of strategic hiding. The Kiranu will cloak itself in its energy and became virtually invisible. They will make no sound and are not visible to the naked eye. Each movement is deliberate and precise. Anything that can detect magic will still be able to locate them though, however, unless they pay 50 energy per post. Otherwise, until they make an AGGRESSIVE action such as a direct attack, they are virtually undetectable.
• Eye of the Tiger D
Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.
• Claw/Tooth Enhancement D-A
By adding energy to the user’s claws and teeth, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Can cut through anything without higher energy paid to defend.
• Claw Extension D
By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
• Battle Roar D-S
A Kiranu's battle roar is made to debilitate others and strike fear into the hearts of their prey. Anyone else who hears it and is specifically the Kiranu's prey will be affected by a certain effect. Use the chart below. Considered aggressive.
- D: -1 Strength, lasts two posts - C: -1 Speed, lasts two posts - B: -2 Strength, lasts three posts - A: -2 Speed, lasts three posts - S: -2 Strength, -2 Speed, lasts four posts
Class
• Zenith Passive
It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. This results in two things, the weapons are made stronger by a rank, and they can strike things they normally shouldn't be able to, such as Shades.
• Empower D
A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.
• Shield of Blades (Varies)
At will, the grandmaster can summon the spirit of their ancestors, channeling their might into their weapon and forming a circle of five blades around them which are as powerful as the weapon they are using at the time of creation. These blades rotate around the grand master, dealing damage to anything that is hit by them. More importantly, the swords act as a defensive tool, only being destroyed by damage equal to them. The blades last longer as more energy is put in, starting at 1 post for E rank, and increasing by one for every rank.
• Rushing Blade (Varies)
The grandmaster will sheathe themselves in a coat of energy that will allow them to charge forward unabated by the first attack that hits them. in the case of multiple striking attacks it would take half the total amount of attacks to halt the shield, and the other half would deal normal damage. While charging, they also gain +2 speed, and their first attack gains bonus strength as well.
• Sword Throw D
The Grand Master will form a weapon made of their own energy and throw it with higher power and speed than one would expect. The weapon disappears when it impacts something. It travels ten meters per every point of strength, and flies at the users strength -2.
Sub-Class
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Hand-to-Hand/Weapon
Long Sword: Double Slash D
The most basic of the longsword skills, the user takes their stance as the opponent rushes at them. Waiting for the attack, the user will slash their blade once, tapping on the weapon of the opponent and brushing the attack aside by swinging the blade to the left or right. From this position, the user will take a single step back, swinging their blade in the opposite direction of their first slash in order to counter the enemy attack.
Hilt Hit D
A variation of the double slash, the Hilt Hit takes advantage of the fact that the entirety of the sword can be used as a lethal weapon. Upon being attacked, the user will slash down using the blade of the sword, swatting the attack downwards. At this point, the user will take a step forward and bring the sword up, slamming the bottom of the sword against the bottom of the opponent's chin.
Dual Edged Defense D
As it states it can be a double edged attack since the broadsword is a double edged weapon. You hold the blade over your head slightly but angle it so it points down and quickly ram into the enemy. This is best used right after a dodge to catch them by surprise.
Thruster D
A simple stab taken a bit more seriously. You take three steps forward and thrust the sword with full force using one hand. This attack is quick and can knock someone over even if they block it with a shield.
O'l one Two D
The basic of basics really. It starts off with an upward swing and then take a step forward for a stab.
Claw Gauntlets: Phantom Knee D
From a crouch, you rise, bringing your knee into the opponent's stomach. If your opponent is taller, you can charge the move to jump when you do it, causing more damage, and reaching whatever height the target is at. This is a perfect countering move, quick and effective.
Jade Strike D
Taking a step forward and lunging at your enemy, the user will thrust their claw gauntlet forward in order to stab through flesh with its piercing metal.
Double Death Fist D
With their claw gauntlet, the user will create a fist in order to strike at the opponent, smashing their fist into the stomach. The moment the fist makes contacts, the opponent will undoubtedly get the wind knocked out of them, since the gauntlet makes for a stronger punch. It is at this moment that the user will slash upwards with their claws, letting the metal rip upwards through their flesh.
Wing Chun
• Snap Punch E
The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.
• Snap Kick E
The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.
• Nail D
This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.
• Reverse Elbow D
This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent
Personality: Youroka is a very serious person. She takes everything serious, and does not understand much humor. She isn’t one for many social gatherings. She would like to expand more on her studies of weapons and how to use them effectively. She tends to do things that help others for the forces of good, mostly because she can’t stand to see others suffering. Sexuality: Demiromantic, Bisexual Quote: “What doesn’t kill you makes you all the Stronger” Height: 4’11” Weight: 110 Eye Color: Lipstick red
Favorites:
• Purple • A good rare steak • Birds, they taste good
xxxxxYouroka knew that she was different than a lot of her kind, One of the ways that she knew was because of her oddly colored spots. Even when she was in human form, her hair was yellow, and her eyes were lipstick red. This made her very noticeable in her tribe.
She left as soon as she could, and started training with anything that she could find, whether it was a stick, or even a rusty piece of metal. As soon as she ran to learn off in some city how to fight. She found that she had a natural affinity to close quarter weapons. She even learned a hand to hand combat Style. She is finally ready to learn more from her mentor, and finally help the people that are suffering.
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