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PostSubject: Approved Soullines   Sat Jul 17, 2010 5:18 pm

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PostSubject: Re: Approved Soullines   Wed Sep 08, 2010 10:03 am

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PostSubject: Re: Approved Soullines   Mon Oct 18, 2010 10:51 pm

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PostSubject: Re: Approved Soullines   Tue Oct 19, 2010 10:18 am

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PostSubject: Re: Approved Soullines   Sun Nov 07, 2010 3:21 pm

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PostSubject: Re: Approved Soullines   Sun Nov 07, 2010 3:23 pm

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PostSubject: Re: Approved Soullines   Mon Nov 15, 2010 12:15 pm

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PostSubject: Re: Approved Soullines   Mon Nov 15, 2010 12:27 pm

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PostSubject: Re: Approved Soullines   Mon Nov 15, 2010 12:32 pm

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PostSubject: Re: Approved Soullines   Wed Nov 24, 2010 2:55 pm

- approved versions -
* Gorgyn Transformation
This Transformation changes quite a bit of the user. The user's hair transforms into locks of living venomous snakes, the user grows wings of gold that protrude from their backs, they also obtain claws, their skin takes on a serpent texture, their teeth change to serpent fangs and their blood alters. With training, the user can make their appearance look like a regular human, or like normal.
Effect: enables gliding, attributes sync to Strong, the user is able to hide appearance 20% per level

* Gorgyn Blood (passive)
In legend it is said that a Gorgyn's blood hold a different effect depending on the side of the Gorgyn that blood is drawn. The left side holds a fatal poison, and the right side holds miraculous healing properties that can even bring back those thought dead.
Effect: Blood causes poison or K/O (at Perfected) on injection (Left side) or nullifies poison/heals 10% per level or nullifies K/O @ Perfected (Right side)

* Gorgyn's Gaze (passive)
The user utilizes a gaze so terrible, legend speaks that it can turn anything that gazes upon it into stone! This makes the user's own sight their own enemy. Anything that looks at them is bound by stone over the course of 5 posts.
Effect: bind increases +1 per level, stone time decreases +1 per level

* Gorgyn's Curse (passive)
According to legends these creatures were born of a incestuous love and thus their parents were that of a god and a sea monster to which the god lineage passed onto them and they acquired immortality. Living to roam the world forever, never to be loved for fear that there gaze would turn the one they love to stone and only accompanying one another. This ability is invoked when the Gorgyn's HP drops to -10% and they are supposed to die.
Effect: user remains alive for 1 post per level before there body is respawned somewhere in the Great Sea

* Gorgyn's Hair
The hair of the Gorgyn is apart of itself just like it's own beating heart. Because of this the user is able to control the hair-snakes at their own will. The Snayke's hold dangerously venomous venom that can turn others to stone. The user can even fire out the Snayke's as though they were projectiles, as once fired the Snayke can return on it's own or a new Snayke regrows in it's place.
Effect: snayke density = 3, user can shoot up to 1 snake per level like projectiles, snakes poison effect on bite based on Gorgyn's Gaze.

----------------------

* Guard of the Coast Transformation
When a member of the clan comes of age to train on the coastal borders of heaven, they are rigorously trained in surviving the heat of battle. Because of this, they must be able to have lightning fast reflexes and senses. Their bodies become slimmer, while their eyes turn blue and sizzle with electricity. This trait of conditioning is passed through the lineage of this soul line.
Effect: eyes turn blue, +20% MOV when flying per level (up to +1 @ perfected)

* Submission
Due to all of the close combat that the Guardians deal with, they waste no time with killing, but instead subdue every enemy before passing judgment. Their physical attacks are infused with electricity that can disrupt the muscular system of their enemies, rendering them stunned for a short amount of time.
Effect: +Paralysis for one post on physical contact, drain is Medium

* Lytning Commandant
In battle, many times you find yourself without time. Because of this, members of the clan can enter a mode where they can quickly cast lightning based skills of a certain level without vocally initiating them. This allows for combat to proceed effortlessly in support of the overall mission objective.
Effect: invokes a mode where mastered Strong or lesser Lightning abilities can be cast without an incantation

* Thunders Roar
Probably the most useful and looked down upon technique in the Guard's arsenal that is a completely defensive one. The Thunder's Roar is literally a roar infused with electricity that shifts the inner ear of those around the user, effectively disorienting their equilibrium.
Effect: +Stun, range = 5 ft per level

* Storm of Light
With the problem of fighting at night, an issue that increased over the last hundred years, the guardians of the coast mastered the ability to spread their abilities across a large area around them, first to illuminate the battlefield and secondly to attack as many as possible. The electrical storm takes 5 posts to build to full strength. The first post creates a field around the target area and illuminates the area and executes the attack. The attack can be held for consecutive posts. This technique can only activate successfully at Perfected.
Effect: +Stun, damage is Destructive, range up to 100 yds, drain/damage reduce to fierce if held for consecutive posts

----------------------

* Metomorph'ysis Transformation
The soul of the user is finally synced perfectly with a balance of its own power and grasping the residual power of a spirit to breath life into their unique power. Nothing really changes too much about them physically. If one focuses enough they might see a pair of iridesent butterfly wings on the user's back. They are made of spiritual energy and tend to appear more solid when the user is in battle or the user wishes them to be seen. When fighting the user seems to gain an almost angelic like glow around them.
Effects: enables flight, Mag Def +1

* Soul Dust (passive)
Like wing's of a butterfly, these spiritual wings have a special type of spirit dust contained within them. It causes the wings to shimmer in a radiance and beautiful manner but its hampers the ability of external magic users near the user. The semi visible dust remains constantly in the air in a radius about the user. It's physically harmless, but for those who know magic they might find it hard to use it when in the dust.
Effect: range = 10 ft per level, +Stun

* Butterfly Charm
The Kinomoto were peacekeepers and their auras help keep chaotic being calm and quite civil unless the spirits are in such a base form that intellectual thought is not obtainable just yet. The user is able to push out their aura to catch their opponent's off guard. Once affected by the aura, a target will feel at ease soothed by the user's atmosphere.
Effect: range = 5 ft per level, bind strength and drain is medium

* Spirit Manifest
The Kinomoto were skilled weapon users to the point where they could communicate with all of their weapons. Once a weapon master has a weapon that they've unlocked the Sentience of, they will be able to summon forth the physical humanoid form of the weapon, much like golems, to fight with them wielding their weapon versions of themselves. They can be defeated easily with cursed attacks.
Effect: summons the physical form of 1 weapon per level, golems are strong and fight at the user's ability level with their weapon type, drain is medium

* Final Chrysalis
The user's weapons spread out in an area around the target causing a momentary binding field. The user moves with god speed trailing what one might say are after images of the user behind him/her as he/she attacks with repeated passing slashes from all sides once with each weapon before attacking with the final weapon from above the target, slamming down into it with a destructive blast.
Effect: based on weapon melee dmg +1 per level, requires 5 weapons. Drain is destructive

----------------------

* Masque of Madness Transformation
When a descendent of this line reaches maturity with his or her powers they gain the ability to manifest a masque. When the masque is formed and put on the user is suddenly freed of all inhibitions, taken over by a terrible madness. Through training the madness can be suppressed however till then it will cause uncontrollable laughter. And will cause the user to view allies and enemies equally, attacking everything within range.
Effect: +Confuse, madness causes user to attack allies but can be suppressed 20% per level. Attributes sync to strong.

* Hysterical Strength (Passive)
The human, and spirit body, have in built limits, making sure a body only uses a portion of its potential strength to ensure that the body does not damage itself. The Lords of Madness however, by wearing their masques are able to remove this barrier opening themselves up to the full potential of their body. At the same time, their body’s rush of endorphins and adrenaline hikes up their strength further making them extremely potent hand to hand combatants.
Effect: normal hand to hand combat damage increases +1, increases to +2 when perfected.

* Bitter Mercy
People who have worked with the insane will tell you that they are extremely difficult to restrain. This is because the mind and body simply do not connect in the way that they should. Most of the time, a sedative being required to actually keep them down. In this way. A lord of madness wearing the Masque of Madness will be able to shrug off severe levels of damage. Or, in certain cases. Actually enjoy the pain that is being inflicted upon them. However just because they are able to ignore the pain, does not mean that the damage to their bodies isn't real. With enough hits, they'll go down. Even if they're laughing as they die.
Effect: pain reduction = 20% per level, max HP capacity increases +5% hp per level

* Mad World
They say that madness is infectious. In this case it’s true. A lord of madness is capable of bestowing the "gift" of madness upon their opponents causing them to undergo the same madness effect caused by the masque itself. This infects target with madness that causes them to attack allies as if they were enemies.
Effect: +Confuse, Bind strength is Strong, drain is medium, effects last 1 turn per level.

----------------------

* Essence Suffusing Strike
A lawgiver faces foes that frequently use magixcal abilities to try and thwart the Lawgiver's abilities to right the balance of the living realm. The soul line of Sol Invictus grants those chosen of his line to use their essence to sear the magic circuits of those opponents through physical contact causing their control to be worsened. This gives the user the ability to perform a stackable strike, based on their style of melee, which increases the target’s drain for using magixical attacks during the course of a battle.
Effect: target mag. drain increases +1 for 1 post per lvl, post delay resets with each strike, strike drain is Medium

* Castigating Judgment
The lawgivers have felled many of a mighty beast that threatened the balance of the world with nothing more than a raised fist. The unique essence which suffuses their entire being allows the blows to be rendered anathema to spirits that are not native to the living realms. This allows the user to render fists or weapons based on the user’s melee style, which deal blessed or cursed damage relative to the opponent being targeted, but have no effect to humans.
Effect: strike causes +bless or +curse instead of damage

* Essence Reinforcement Technique
During the exaltation of the soul line, the essence of the lawgiver is folded into a receptacle making the user’s bodies stronger and more resistant to blows. This grants an invisible dense armor about the user on activation.
Effect: armor density = +2 per level, drain is medium

* Shockwave Momentum
Those that think they should engage a lawgiver at range finds a nasty surprise in store for them if they attempt to evade a lawgiver's wrath. The lawgiver gathers his essence into the palm of his hand or a suitable receptacle before unleashing the essence as a bolt of pure light while following it is a shockwave that will damage those that manage to dodge the blast.
Effect: hit damage is fierce, shockwave damage is medium, shockwave range = 2 ft per level

* Sacred Bodhisattva Palm
An esoteric move consecrated amongst the chosen few of the unconquered sun that seals off the spiritual pathways of beings. Most enemies of the Ignis Divine would not realize the true deceitful nature of the move in that it does not to try to instantly bind the person, but slowly builds it up in power with each strike until the creature is bound and helpless before the ire of the lawgiver. With this technique, the first strike of Scared Bodhisattva Palm inflicts a low powered bind, but it builds up with each strike inflicted upon them.
Effect: bind strength = +1 per strike, drain is medium

----------------------

* Devereaux Transformation
Only once one is acknowledged by Artemis is one granted her blessings. She will visit in person and ask for their vows in exchange for some of her power. Upon being blessed the users eyes turn purple and somewhere on your body a small tattoo in the shape of an arrow appears. The sign of Artemis. Your altered Eyes grant you enhanced vision allowing you to see current and possible projectile trajectories. Giving your environment a faded blue hue with your possible trajectory in bright green and your projectiles current trajectories in a light green. This is possible by allowing your mind to be microattentative. It picks up directions the weapons are pointing and paths currently moving objects are following and lays out the true trajectory. Without Artemis's blessing it would be too much for a normal brain to register even then its confusing and takes some time to utilize to the full effect.
Effect: alters Eye color, gives small tattoo, gives the ability to track projectiles trajectories with an accuracy of up to +20% per level

* Combat Prowess
Blessed by Artemis, a Devereaux's adrenaline triggers enhanced combat reflexes beyond that of a regular human. This is to help the hunter stay out of the preys hungry maw. Members of the old order were rumored to equally match a vaspire in terms of speed when their adrenaline kicked in.
Effect: when reduced to 15% HP, DEX increases +1, HP threshold increases +5% per level

* In Thy Name
A champion of Artemis is able to channel the power of her blessing through themselves to bless a projectile with some of her power. A projectile blessed by a champion requires her sign somewhere on the projectile and a sacrifice of your blood to bestow some of your power onto the projectile. For this to work, the projectile must have Artemis's symbol crafted before hand and requires a post of 250 wc per projectile.
Effect: Projectiles bearing the sign of Artemis deal +1 DMG, DMG increases to +2 at Perfected

* Blessed Be Thy Path
The sign of Artemis is a holy symbol to her champions. Through it they gain their power and show their faith. Thus why it can be found on any champions body. As a holy symbol it holds much power. More than just religiously even. The user is able to draw or create this symbol on a medium (i.e. on the ground). By channeling some of the users energy they are able to teleport to a pre set holy symbol in their surroundings.
Effect: able to teleport to a sign of Artemis within range, range = 20 ft per level, drain is Medium

* Artemis' Insight
This is regarded as the highest power one can achieve from Artemis. It is only attainable after a champion perfects all other aspects of Artemis's blessing. It is said that very few have ever obtained it. It is only triggered during emotion intense periods after the user has taken a reduction to his health. During this period the champions purple eyes glow. The more emotional the brighter the glow. In this state the user's vision is enhanced and they are given a true hunters vision that shows all biological beings in bright red. The intense emotion stimulates the brains micro attentativeness further focusing them to read all forms of body language and the slightest of movements estimate their positioning. It will show where a target will be in the very near future, with that future position being shown in light red. Due to the stress on the brain to analyze it creates a heavy drain on the user.
Effect: invoke mode at 40% HP, user can estimate a target's physical movements/direction, accuracy = 20% per level, drain is fierce

----------------------

* Krodha Transa Transformation
Kunashi are exiled Kami who have learned to harness their furious nature to fuel and focus them in battle. These Kami are trained to fight as shock troops where speed kills faster than strength as they dispatch enemies with swiftness and precision. While in the Krodha Transa, a Kunashi can move and react at a level higher than most spirits.
Effect: MOV +20% per level of control up to +1 level at perfected

* Pure Affinity
Being supernatural creatures who excel in battle, these Kami have learned to utilize support and light magic in conjunction with offensive magic of matching alignment. Having a heightened bond to the Spiritual Arts, they are able to use all perfected abilities in their affinity at full strength at all times.
Effect: uses Perfected offensive affinity magic at full power, even with Package restrictions. Additional drain is Medium.

* Blessed Power
Though they have fallen from grace, these Kami remain pure spirits of good fighting against evil and dark forces. The Kunashi Kami have learned to purify their spiritual energy to bless techniques used against evil or demonic opponents.
Effect: +Bless to a technique, additional drain is medium

* Heavenly Construct
The caster creates humanoid light spirit warrior construct that are able to fight independently of their caster. The number of warriors created depend on the control level of the technique (+1 per level). They can be easily defeated by cursed attacks.
Effect: attributes and damage is Strong, Construct density = 5.

* Siphon
Kunashi are taught to neutralize and control their opponents. This power was developed for that purpose. Dagger sized (or larger) spiritual energy talons are projected out at targets (+1 per level) and upon hitting them deals no damage, so they often don't even feel the strike, but within moments suddenly feel themselves drained of their energy. The talons vanish after draining the energy.
Effect: drains 5% stamina per level per target, directs 1/3 of stolen stamina to user

----------------------

* Reaper Transformation
The user becomes a monster similar to that of the legendary Grim Reaper. The skin decays from their body, leaving nothing but a skeleton in whatever clothing they wore. As their body decays around them a black cloak manifests around the user, allowing them to blend in more with the idea of death itself. While in this form, the user will only take 50% of damage that is dealt to it.
Effect: damage manipulation, every attack taken reduces the reaper's stamina 5% per damage level

* Hell-Reaper's Breath (passive)
The Reaper draws in it's breath, literally sucking the life out of the world around it, leaving the area around it dead and decaying and increasing how long the user will be able to remain in the reaper transformation. It takes a full non attacking post for the reaper to fully draw in and absorb this stamina.
Effect: +5% STA per level of control

* Deadly Fingertips
The reaper will be able to draw stamina from corpses via touch. By touching the body of a downed person on the battlefield, the reaper is able to drain them of their remaining essence and use it for him/herself. It takes a full non attacking post for the reaper to fully draw in and absorb this stamina. For non members (npcs) the reaper is able to claim up to 10% STA per body per post.
Effect: drains any remaining stamina from a KO or Dead target

* Black Shadow Reaper Form
The user creates an aura of death, inspiring a paralyzing fear in people around him. This projects an illusion to those around them and they experience their own deaths in horrifying ways that repeat time and again.
Effect: +Paralyzes for 1 turn per level, bind strength is strong, range = 10 ft per level

* Judgment Reaper Form
The reaper is able to caste a death judgment on a target with a special attack. By channeling their powers into an attack, the reaper passes a part of their spirit into the target inducing a spiritual poisoning.
Effect: +Doom added to physical attacks, drain is Medium

__________________
"One man must not block another man's cock; he must guide it." - Kiun
_______________________________________
||S|H|I|N||I|S||T|H|E||B|I|G|C|H|E|E|S|E|!||
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