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| Socius, the Wandering Grandmaster | |
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Socius
Posts : 6 Join date : 2014-11-16
| Subject: Socius, the Wandering Grandmaster Sun Nov 16, 2014 3:11 am | |
| Personal Information Name: Socius (Latin for Companion) Nickname The Face Stealer, Deaddealer, Soc Age: 20 Gender: Male Race: Baraka Appearance Information Height: 5'1 Weight: 135 Lbs. Hair color: Brown Eye Color: Brown Looks Image: - Spoiler:
Looks Description: The Barakas are typically known for the bulky, rock-like appearance that greatly differs from the smooth-skinned humans, and other species throughout the kingdoms. Socius was not particularly different from the way his people were. He had the same strong, sturdy looking flesh that all of his people possessed. He didn't try to hide it, always showing off his fine, young flesh so that people could see the nice work he had done. Socius' face went relatively untouched over the short number of years in his life thus far. There were no bruises, scars or marks to be found on his face or neck. Luckily, he didn't get into any serious fights while a minor at some foster care centers, always being studious so he could stay out of trouble. His brown hair and eyes really stood out though; it was a major clash from his skin tone, making it very noticeable in certain situations. He didn't care too much though. Why would he? Socius arms and hands, though, were covered in scars, scratches and tattoos from his time growing up. Of course, mastering the dark arts and getting control of demons was violent work. You couldn't just suddenly gain control over creatures and expect not bite-back from it. So, he got burned, bruised and scratched along the way - some of it being quite permanent. The tattoos were simply seals, with the very significant scar on his hand being for when he made that contract. Socius didn't exactly have bruises on his legs though. He was pretty untouched, as the demons didn't exactly do much down there. They seemed more preoccupied with his arms, so that he could use much magic. Oh well. Overall, he let himself get by through sticking to light, loose clothing, so he could fit the wanderer title he felt of himself, while making it easier for him to move around in. Personality Information Personality Description: Growing up an orphan, Socius didn't really develop a morally-sound definition of right and wrong. However, he was still a sweet, innocent and naive boy who liked to see the best in people - even those other gave up on. Giving up on people was not really his way. However, as he grew older, he began to see the world for what it really was; a dark, deadly, and horrible place. Only when his foster family were slaughtered did he begin to dwelve deep into the dark arts, and work of death in magicks, this hatred corrupting his sweet nature. While learning and growing up, he began to shift between personalities like a Bi-Polar disorder; nice and king one moment, while the next he's malicious and causing chaos with every which way. This bad nature divulged into making him a rather crafty and manipulative individual, resorting to lying and other misdeeds to further his own ambitions. In battle, however, he grew to resort to his magicks as a means of combat, rather than physical aggressions. He found it much easier for him to conjure up a minion, or dark creature from the depths of hell to fight his battles. However, after obtaining power and subsequently becoming a wanderer, Socius has begun to tone down his maliciousness. He has begun acting like a better man, while still having moments of chaotic behavior, always loving to see a scene of disaster and mayhem. Life would be too boring for him, otherwise. Acting like a better man, however, is not always working for him. Life has not been so straight-shooting for Socius. He finds himself drawn to the madness of his life, and often shooting towards the crazy side of his personality. However, as much as he's drawn that, his personality has been taking a shift as of recently. He's been more focused, calculative, and acting with even further intent. Socius has successfully made new goals, and aspirations to be reached. Together with the Detective, his traveling associate, Socius hopes to reach his eternal goals, riding through the occasional wave of madness and the storms it brings. Likes: Death, Chaos, Destruction, etc. Dislikes: Happy Endings, Normal People, Boring Places, etc. Catch Phrases: "I hate people." "Burn." Philosophy: If it ain't dead, make it. Alignment Information Nation: Ignia (Previously) Village: Wanderer Job/Trade: Weapon Enchanter Rank: Self-employed Alignment: Chaotic Neutral Abilities Information Class: Grandmaster Specialties: Elemental (Fire, Water, Lightning, and Metal <- Advanced), Inscription, Illusionary, and Medical (All 125, or MAX) = 350+150 Beta, or 500 total. Stats: 3000 + 500 BETA = 3500 Total Strength:334 Speed: 222 Stamina: 900 Reflexes: 222 Mana: 1300 Control: 522 Combat Style: Socius is a dark mage at heart, using his Soul Reaper origin to give him the ultimate attackers and protectors when he needs them most. Using his hand-crafted staff (See INVENTORY), Socius focuses his magicks into whatever form he chooses, often choosing to use Elements or Illusions to bring his favor. Death and destruction were always his favorite things to spring up. However, Socius isn't particularly restricted to only offensive magic. He likes to be a Team player, and showcase Medical magicks, healing his party, and keeping everyone alive - whether they want to be or not. Often, he'll include the healing of enemies, desiring them to be clean before he rips the life out of them. But he enjoys it, knowing he's contributing to their overall combat success with his magicks. Mana Style: Socius prefers to use incantations whenever possible, utilizing his staff (Again See INVENTORY) in order to focus his magic into physical forms. It involves the following, for him:
- Elemental: Reaching the optimum level in this field, Socius has mastered the usage of Fire, Water, Lightning, and (as an advancement) Metal techniques. Due to this, he is capable of creating water blasts, fire balls, lightning strikes, or even a suit of armor around himself. He often enjoys using these elements in unison for a multiplication of damage ranges, such as his Electric Shot technique, using Water and Electricity as a weapon.
- Inscription: The second of his fields to reach optimum capacity, Inscription allows Socius to conjure and seal away items or persons (the latter requiring contracts). With mana, he is able to summon them to him, or cast them back from whence they came. Over time, his summonings became stronger, and his seals following the same trajectory.
- Medical: The third of the fields he mastered, Medical permits Socius to use mana for both healing and harming people. However, he has only created medical techniques to be used to heal people or things. With it, his mana can heal wounds, provide short-term regeneration, and much more.
- Illusion: The last field he has mastered, Illusions are created when Socius' mana targets the brains of his opponents. The techniques distort reality, and allow him to fool or manipulate those he's opposing. He doesn't use this skill as often though.
Despite using his staff for all of these, Socius has also prepared himself to use hand signs in replacement of his staff. After-all, he doesn't know whether he could lose that staff at any time. A back-up is always nice to have. Special Abilities: - Spoiler:
Name: Soul Reaper Class: Class 1 Type: Passive Description: Soul Reaper is the origin that belongs to Socius (though not excludingly). The power of the Soul Reaper grants Socius the innate ability over the manipulation of souls, the dead, and all that such is encompassed. Therefore, he possesses the power to raise the dead, summon netherworldly creatures, and bring evil to this world - that which it is probably better off without.
Name: Spirit Mask Class: 3 Type: Active Description: Spirit Mask is a special skill of Socius utilizing his powers as a Soul Reaper. By engulfing himself in the spirit, or fragments thereof, he is able to borrow the appearance of said person or creature. However, it's merely a mask to him - he does not gain their attributes, mental processes, or otherwise.
Name: Spirit Harden Class: 2 Type: Active Description: Spirit Harden is a second special ability that Socius developed after becoming a Soul Reaper. This special ability applies the spirit of his more stronger souls, and grafts them against his body. Having them temporarily fused to his body, he obtains partial characteristics of the soul's body: for example, adding a much more sturdier externality in place of his already weak skin.
Weaknesses: Name: Run Amok Class: 3 Type: Passive Description: Being a rather conflicted man, Socius sometimes attempts to control multiple souls, or spells at a single time. However, Socius will find himself often unable to control so many entities at the same time. Therefore, Socius' spawned creatures "run amok" in the area, him having no control over whether they attack someone or just cause more chaos. Techniques: Inscription:- Spoiler:
Name: Soul Summoning: Undead Wolverine Class: 5 Type: Mana Sub-Type: Ritualistic Specialties: Availability: Open Requirements: Unlocked the specific level; Inscription Class 5. Description: The summoning of his undead wolverine is a rather simple Inscription technique. After forming the contract, he utilizes mana to call upon his rather fiesty minion (whom he calls The Claw). The creature is only good for distractions, being a meat shield, and providing low amounts of damage via claws. Stats:
- STR: 80
- STAMINA: 70
- SPEED: 160
- MANA: 50
- CTRL:80
- REFLEXES: 60
Training: 100 Words Cost: 20 Mana Initially; 15 Mana per post Name: Soul Summoning: Skeletal Army Class: Class 4 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription Class 4 (50 pts) Description: Summoning of a Skeletal Army is one of Socius more favorite techniques. Socius uses mana to bring forth a five-skeleton squad of soldiers, whom fight on his behalf. They don't carry anything but their weapons, and a shield here and there. However, unlike the Imps, he can easily reconstruct and restore their bodies if slain. Stats:
- STR: 225
- STAMINA: 200
- SPEED: 220
- CTRL: 100
- MANA: 80
- REFLEXES: 175
Training: 250 Words Cost: 40 Mana Initially; 20 Per post; 15 to rebuild each. Name: Soul Summoning: Undead hounds Class: Class 3 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription 75 (Class 3) Description: The summoning of undead hounds is a rather efficient technique when used right. It allows for the summoning of three man-sized undead hounds; however, the user can just as easily join them together to make a house-sized undead Cerberus. Stats: (1.5x when combined)
- STR: 400
- STAMINA: 200
- SPEED: 300
- REFLEXES: 280
- CTRL: 200
- MANA: 120
Training: 400 Words Cost: 50 Mana; 22 Mana per turn; 10 to split/combine them Name: Soul Summoning: Lesser Death Lords Class: Class 2 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription 100 Description: The summoning of lesser death lords is positively no laughing matter, as they're quite the formidable opponent, compared to Socius' other summonings. Created by the angel of death, Socius has two lesser death lords in particular at his whim, Dick 1 and Dick 2, as he calls them. They are typically meatshields for Socius, due to their superhuman durability as dead men, and their resistance to pain. Torture and pain is a part of their lives, so they made good protection for Socius. Again, like all of his summonings, these two last until either Socius reseals them, or they run out of mana/stamina. Stats:
- STR: 500
- STAMINA: 300
- SPEED: 500
- REFLEXES: 400
- MANA: 100
- CTRL: 200
Training: 100 Words Cost: 100 Mana; 48 Mana per turn Name: Soul Summoning: Angel of Death Class: Class 1 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Closed Requirements: Inscription 125; Soul Reaper Description: The summoning of the Angel of Death is a very rare occurrence. The user literally has to sell fragments of their soul in order to get the angel to appear and perform his requests. The creature is used by Socius as a means of extracting a defenseless enemies soul without killing the target. However, as you'd expect, any sign of movement away from the Angel, or a running out of time will lead to a failure of taking the soul. As a consequence of using this technique, Socius soul - and all those he has collected - now go to this soul-called Angel of Death. Like the Soul Transfer technique, this removes 1/13th of his soul. Stats:
- STR: 500
- STAMINA: 300
- SPEED: 600
- CTRL: 300
- REFLEXES: 600
- MANA: 200
Training: 850 Words Cost: 200 Mana; 350 per post Name: Soul Summoning: Death Lords Class: Class 1 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription 125 Description: The Summoning of Death lords is a rather tricky thing. Like lesser death lords , he only is granted two of them, and they aren't all so obedient. So, the summoning is a real gamble. They tend to only use a third of his mana and stamina, each, as per the contract; so, they usually summon undead wolverines of their own to aid in the ongoing confrontation. Besides that, they're known for their blades and armored bodies, really fitting for the "Lord" name. They last until they run out of mana/stamina, like any other person. Stats:
- STR: 500
- CTRL: 300
- STAMINA: 600
- REFLEXES: 700
- MANA: 300
- SPEED: 100
Training: 850 Words Cost: 200 Mana; 150 Per post Name: Soul Summoning: Phantom Warriors Class: Class 3 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Class requirement, and Soul Reaper requirement. Description: Phantom Warriors is a rather simple technique for any Soul Reaper. It requires the user to inject a quantity of their mana into the souls of fallen warriors, or perhaps even corpses themselves, giving them renewed life under the user's control. The phantoms are practically walking tanks, due to them being spirits; it is incredibly hard to defeat one of them. Stats:
- STR: 400
- STAMINA: 400
- SPEED: 100
- CTRL: 200
- MANA: 200
- REFLEXES: 200
Training: 400 Cost: 50 Mana Name: Thresh, The Soul King Class: Class 2 Type: Mana Sub-Type: Offensive Specialties: Ritualistic Availability: Closed Requirements: Soul Reaper requirement. Description: Thresh, The Soul King is a technique based on the specific person the intention is to summon. Thresh, being the soul king, is a very formidable ally given that the summoners ARE soul reapers. With soul reapers feeding him leftover souls, Thresh becomes increasingly power and tougher to beat. However, the major downside is he is not too big on taking orders, and will not obey without the sustenance - or promise - of souls. With every devoured soul, he gets +50 STR, and his form thickens. Training: 550 Words Cost: 100 Mana Stats: 1000 STR, 500 CTRL, 400 MANA, 200 STAMINA, 100 REFLEXES, and 300 SPEED. Techniques:
- Whip Lunge: Thresh uses his long scythe to whip a target to his location. This technique uses up 40 Mana, and leaves him vulnerable for attacks while he uses it. The whip also is a straight-shot, no movement. However, if it lands the hit, and binds the target, they're stunned for a moment, offering Thresh a moment to attack or get distance.
- Here I Come: A followup to the Whip Lunge, Thresh uses it to take himself to his stunned opponent, costing 20 Mana for obvious reasons. It only involves the jump.
- A Friend Like Me: Thresh's only assisting technique. It involves him throwing out a spectral lantern, which wait there until an ally grabs it - or his summoning concludes. The lantern, when grasped, activates a defensive shield around the receptient, reducing all incoming damage by approximately 25% for two posts. This costs 40 mana for him.
- Magic-Dipped Blade: A very promising technique belonging to Thresh. This technique involves focusing his mana into his scythe to inflict an additional 10% of damage for four turns, at the cost of 40 Mana.
- Soul Wall: Ironically, this technique uses no souls in it's functioning. Instead, he forms walls composed of mana, which, for three posts, will block all incoming projectile attacks, while taking sufficient damage from direct attacks; the clash of the walls and attacks fractures the walls, hurting the enemy with magic damage, also slowing the opponent down slightly. This technique requires a cost of 50 mana, and Thresh is resigned to stay in one place as the walls hold.
Name: Army of Iron Soldiers Class: Class 1 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Teachable Requirements: Class 1, Elemental 125 Description: Army of Iron Soldiers is a very powerful summoning technique encompassing Socius elemental magicks. Using great mana, he brings forth various metals to create obedient, strong metal men to aid in his cause. The major flaw behind these summonings would be that the soldiers do not have an understanding of imagination, or human intuition; they do what they're told. Though, even Socius has tried to put human souls into them to see if they worked better. No luck as of yet. It creates [10] soldiers per use. Stats:
- STR: 500
- CTRL: 300
- STAMINA: 600
- REFLEXES: 700
- MANA: 300
- SPEED: 100
Training: 850 Words Cost: 200 Mana Elemental Magic:- Spoiler:
Name: Ironhand Class: Class 5 Type: Mana Sub-Type: Offensive Specialties: Elemental Availability: Open Requirements: Class 1 Elemental (Must have chosen METAL); With Class 5 Mana rating Description: Ironhand is a rather basic technique that people like Socius are capable of using. By using mana, he is able to coat his body part (usually the hand) with a constant supply of a thin layer of Metal. Even though this is a low-level magic, it's tricky because the effects are so short per usage. All in all, it lasts about two posts before the mana (and the elemental coat) dissipate. Training: 100 Words Cost: 20 Mana
Name: Body Armor Class: Class 3 Type: Mana Sub-Type: Defensive Specialties: - Availability: Open Requirements: Class 3, Elemental 125 (Metal) Description: Body Armor is a bit of an advanced technique used by people like Socius. They will utilize mana in order to form a thin layer of metal over the user's body, usually a layer that is breathable from under it. However, it does hinder body movement by -75 SPEED despite the protection. Training: 400 Words Cost: 50 Mana
Name: Elemental Drone Class: Class 2 Type: Mana Sub-Type: Ritualistic Specialties: Ritualistic Availability: Teachable Requirements: Elemental 100, Ritualistic 100 Description: Elemental Drone is a mixture of magicks that Socius developed on his own. The technique uses his magic to create an element body in the shape of his own permanent minion, acting as a sort attack dog and shield. The creature, unlike his other summonings, stays with him until destroyed - or until he tries to summon another. Training: 550 Words Cost: 100 Mana
Name: Electric Shot Class: Class 1 Type: Mana Sub-Type: Offensive Specialties: Elemental Availability: Teachable Requirements: Elemental 125 (Must have Water and Lightning) Description: Electric Shot is another of Socius own creations, combining two of the Elements he learned to harness through mana. The combination is seen in a burst of water, like through a gun, firing straight at a target with tremendous pressure. As the water fires, lightning channels through, strongly electrocuting any who felt their body touch the water. This, however, has huge implications to hurt himself if he doesn't keep himself away from that water. Training: 850 Words Cost: 200 Mana
Medical:- Spoiler:
Name: Spirit Transfer Class: Class 1 Type: Mana Sub-Type: Supplementary Specialties: Medical Availability: Must be taught Requirements: 125 Medical Description: Spirit Transfer is one of Socius most powerful medical techniques, while also the most dangerous. When in a disastrous state, he resorts to using this - a life changing technique. Literally. The technique ejects his soul from his body, and has it seek out a different host, in order so that he may live life in a more efficient body. However, a technique like this is extremely draining, leaving him with very little to do after the process. Like waking from a coma, his body is weak, and his mind is befuddled. Therefore, this highly flawed technique is intently saved for when he possesses time in order to recover before another confrontation. There is also the drawback of the body retrieval; due to his nature, he will only possess the recently deceased, or someone with a dark spirit (NPCs). Otherwise, his good-natured self wouldn't be satisfied. If he has trouble, his soul will search on endlessly. If worst comes to worst, he has a fail safe implemented to put his soul in one of his allies until he can more directly find the necessary body. Sadly, this technique digs into 1/13 of his soul, whereas the last piece's destruction will kill him. Training: 850 Words; 1500 Words for Recovery after soul-shifting (each time) Cost: 99% of Remaining Mana
Name: Arc of Rejuvenation Class: Class 3 Type: Mana Sub-Type: Defensive Specialties: Medical Availability: Open Requirements: 75 Medical Description: The Arc of Rejuvenation is a rather simple Class 3 technique. Using mana, the user merely creates a diameter of three yards around himself, the forces healing whomsoever enters the circle, whether they be friend or foe. Obviously, there's the risk of healing enemies, so it's typically used for allies who need it to heal up quickly. However, it heals only the body - no stamina or mana is returned using this. The Arc takes one post to heal minor wounds, and three to recover the major the wounds, with proportionate healing work being done in between. Training: 400 Words Cost: 50 Mana
Name: Orb of Stasis Class: Class 3 Type: Mana Sub-Type: Defensive Specialties: Medical Availability: Open Requirements: Medical 75 Description: The Orb of Stasis is a bit unlike Socius other medical techniques. The Orb of Stasis, rather than to heal, is merely meant to prolong the life of someone whom is deathly injured. The orb solidifies around the target, keeping them unconscious as the mana takes form in keeping the body working. The technique only does enough to keep them alive; no wounds are truly healed completely. Training: 400 Words Cost: 50 Mana; 30 Per post
Name: Body Repair Class: Class 1 Type: Mana Sub-Type: Defensive Specialties: Medical Availability: Open Requirements: 100 Medical Description: Body Repair is a quite powerful medical technique compared to others. Body Repair is a technique used when someone loses a limb, or has similar problems with the body; ie. Going blind or deaf. Using a focused blast from whatever medium, the user is able to use their mana as a means of fixing the abnormality, or fault in their body. For example, no more prosthetics, or your hearing has returned. It restores lost bones in one turn, the muscle tissue and veins the second, and the rest of the flesh and skin the third. All minor things, such as eye balls, fingers, and so forth take one turn. Training: 550 Words Cost: 100 Mana; 50 per post
Inscription[spoiler] Name: Sealing/Unsealing Class: Class 4 Type: Mana Sub-Type: Supplementary Specialties: Inscription Availability: Open Requirements: 25 Inscription, Soul Reaper Origins Description: Sealing is a rather easy technique for a Soul Reaper. It, essentially, is the process of sealing away souls or items allowing them to be safely taken at a time of their choosing. The technique is easily reversed for the unsealing of items. Training: 250 Words Cost: 40 Mana Inventory: Name: Staff of Tenebrosi Magicae Type: Staff Specialties: illusion and Inscription MAXed Appearance: This dark magic staff fits the description and it's master quite well, having a base shaped like a Lucifer, with a menacing appearance. - Spoiler:
Class: 1 Special Abilities: This staff is has two unique properties to it. Firstly, it has a seal upon it, which allows Socius to effectively call it to his location, no matter the distance, typically appearing in a burst of smoke (600 Mana). Secondly, it carries a second seal that allows him to use his soul as a sort of catalyst for prompting the regeneration of his staff, though requiring him to hold a piece of the staff for the duration (400 Mana). Origin: Well, as Socius began furthering his training as a Soul Reaper, he began to desire his masters dark magic staff. Sadly, when he tried taking it, his master scolded him and told him he had to make his own if he wished to be a powerful man. So, for several weeks, Socius went on a journey to gather materials, and think about what would be a good look for his staff. He needed something that represented him, and his love for death and chaos. So, at that point, he decided on what it was going to look like. Now, the metals were an easy find, but the dark souls were hard to come by. He had a plan, though. He had kidnapped and laid two bitter enemies, hellbent on killing each other, inside a locked basement - no way out. He told them to kill each other, and the winner gets free. So, luckily, they did, and Socius got to work. His, successful, task involved killing them at their peak of rage, so that their souls were nice and primed with dark emotions. These homicidal chumps made the perfect decoration for his staff. It took some time to put together, but it was all worth it. Materials used: The staff is made out of assorted metals to give it such durability, but they are all light-weight, allowing Socius to easily use it. However, he also has also dark red soul crystals: two dark souls taking homage inside it, mainly as a decoration piece. He also liked hearing the wails of those souls cry out with each technique/spell he played. Requirements: 1000 Mana Availability: Open. Though, many probably don't have the same appearance and seals. Total Price: It cost him a total of 1500 gold for this. Each seal was worth 200 gold each, while the materials and construction of the staff costed the remaining 1100. Past Information History: Born From Hate Socius, despite his current life, was born to a very high, upstanding family in Ignia. However, he was born with rather unfortunate terms, his mother dying in childbirth, and his father fleeing the kingdom to escape the responsibilities he isn’t prepared to take on. The painful emotions of the childbirth would leave a lasting scar on Socius, whether he knew of it or not. All that hate put into a child would cause chaos, not matter what the hierarchal position you’re in. Socius was placed into a foster care system in one of the middle-class systems in the kingdom. The kingdom preferred to keep all the children in an equal footing when it came to the orphans; the current leaders believed it helped competition, and allowed the orphans to thrive in their eventual ambitions. To them, when the inevitable students did such, their kingdom would thrive as a result. For example, if Socius had competition in the dark arts, their ideology believed he would surpass his current level much sooner, which would benefit the kingdom – whether it be in terms of protecting the kingdom or showing off it’s mastery. When It Shows, Hate Grows Growing up an orphan was not particularly easy for Socius. He had always wondered where his father went, always trying to find ways to locate his only remaining parent (at least he hoped the man was still alive). However, more than anything, Socius was pissed off at the man; he left his son on his own, a place where he would never truly belong. So, he put his mind into books, and exploration pieces, praying that it might help him solve this unanswerable question he’s had since he could think for himself. As his hatred grew, Socius began to shift his focus into the darker arts of magic, hoping to one-day master the control of such a power. This was furthered deeper by witnessing the murder of a dear friend of his at the foster home. He had longed to control the forces of death, and more that could help him locate his father. Even more-so, he wanted to control itself; he may not be able to bring back his friend, but he believed in it being used for moral reasons and not just some chaotic system of living and dying. By the age of thirteen, his training and skill level had seen as “adept” in the eyes of the kingdom. He was definitely making progress towards his goal of mastering the dark arts. However, the boy still had a ways to go if he was going to use dark forces in order to set the world right. However, it would be several more years until he reaches his current peak in the magicks field. He wasn’t in a rush though; he had a definite feeling at that age that he was bound to reach it sometime soon. He would to himself in the mirror, telling himself that all of his goals would be fulfilled in due time. Learning From The Dark OneIn his late thirteenth year, Socius set his eyes out to finding a master – someone who could help him eventually become a master himself. It took a while, but thankfully when he was almost mugged during the search, a master of dark magic came to his aid – being his future master. The teen studied extensively under this master of the dark arts, doing whatever was asked of him, and hardly demanding anything in return. All he wanted was the ability to do his magic like his master could; a simple mastery was all he desired. However, he obviously got more than simple mastery. In about two years, however, came Socius desire to have a staff like his master’s. A magic staff is an important piece for a dark magic caster – or simply any user of magicks. After-all, the dark magic needed an excellent staff to focus the power of it – or atleast help control the power. Socius had been training in control, but the staff could help focus his magic. So, Socius had gone on a journey after failing to steal his master’s staff: a journey that would take a few weeks to complete as he gathered the materials, and the design for the staff itself. Contracts Can Be A Real BitchSocius couldn’t learn much more after finishing the staff of his making. However, there was a way to fix that: he had to go make a contract with a herald of Lucifer. Probably not the best idea he ever had, but it was worth a shot. It was hard to find a book on that, making Socius lucky his master was so content with sharing the information. Tenebrarum Domini, they called it. All he had to do was chant the name five times, and the demon would appear –and it did. The demon was a rowdy one, not like being summoned in a place of worship; that wasn’t to say it didn’t show pride. It had loved the affection of the human and his master, the demon solemnly stopping to ask why they called it – though, secretly it knew all along. This wasn’t the first time it was summoned here; hell, it was summoned here when Socius’ master needed to make his contract. After discussing the contract, Socius eagerly put out his hand, waiting for the demon to legalize the seal between him and the undead. It was a rather simple process, only requiring him to make a small cut upon the palm of his left hand, making a slight scar in the shape of a pentagram. Through this, the demon imbued him with mystical powers, one that allowed to do an almost Time-Space transfer ability – calling forth creatures instantly through the use of his mana. However, the demon warned, that the creatures would require a bit of dominance before falling before his commands; they were like wild animals to human beings. One miss-move, and shit will fall apart. It wasn’t that easy controlling the creatures the first few times, but the use of the staff certainly helped. The visage of Lucifer on the head of it really helped quell the rage locked inside these hellish beats. He started out small, controlling small trolls and imps, eventually summoning multiple of them before trying out the summoning of larger creatures. They were all living, making them a lot easier to defeat and harder to control. However, when he made his way to some undead creatures, he found their lack of a mind and brain a lot easier to manipulate, making fights with them a lot easier for him to handle. Rise To GreatnessYears later, Socius found himself leveled up in the field of dark magic, and ready to continue his life of mastery in the field of this form of magicks. However, for a dark magic user, the unfortunate method of surpassing his master is ultimately a fight to the death. Socius engaged in a heated battle to the death with his master after believing he was prepared enough for the eventual battle of magicks. This would be a long, and difficult fight for him, but he believed he was ready to go beyond simple mastery of dark magic. He extensive flow of magical power allowed him to conjure many creatures and spirits to keep his master busy during the fight. His master was a smart one, and often tried to breach his creatures during the fight; he knew Socius was pretty weak in confrontations and relied on his summoning. Still, Socius prevailed through the use of summoning a class 1 creature, an act that left him pretty drained after the previous summoning. However, he fortunately had enough in him to control the creature long enough to pin his master down, and drive the bottom-end of his staff into the man’s eye socket, killing him. Than, the creature disappeared, leaving Socius time to rest. The Grandmaster Who LeftAfter achieving the title he hoped for, and storing the soul of his former master, he had decided for himself that this life was no longer for him. After staying in Ignia all his life, he needed to escape the kingdom and explore the world. On his journey, a rather vulnerable moment found him saved and joining the Detective on his travels. Together, they would explore the world, find fun places to stop in, and become stronger together. The world was his. Family: None that he knows of are alive. Friends: N/A Roleplay Sample
- Spoiler:
Chapter 1: Introduction, or... Can't Let It Go
It was a peaceful night in the kingdom of Corona, a not-too-far neighbor of those in the Enchanted Forest that were affected by the Evil Queen’s curse. Fortunately, much time has passed since that curse, and the heroes return to the Enchanted Forest, so their exploits are not well known. For two brave girls, however, this is to be the most important day in their lives as a child.
Along the coast of Corona, a vessel came in, approaching the shore, obviously carrying cargo between the two kingdoms. On the ship, there stood the crest of Arendelle, a kingdom linked with Corona by a diplomatic marriage, though nonetheless pure. As per routine, the guards would search the ship, checking to make sure no illegal goods were imported to Corona. However, when they searched, it would not be a produce or alcohol they find, but those two girls. When they looked, they merely saw a girl with white hair that was about five-years old, holding her orange-haired sister, who couldn’t be older than two. This left them with a problem.
The guards had laid down there weapons, approaching the girls, asking: “Who are you two?” With a tear in her eye, the older girl looked down at the younger, biting her lip as she dared to answer. “I’m Elsa… this is my sister, Anna,” she said, holding tightly onto her sister, as if for dear life. “Our parents were the king and queen of Arendelle, b- but…,” Elsa said sadly, softly crying to herself at the thought. She was glad, though; it was better that Anna never go through the emotional pain she is. As the guards watched, some turned their head, while others brought theirs down in woe and respect. One, however, came forward, taking Elsa’s hand. “Come on, I’ll take you to see your aunt and uncle,” he told her softly.
Joined by several others, the guards escorted the girls to their aunt and uncle, the King and Queen of Corona. After being informed of their arrival by the guards, they greeted the girls with open arms, holding them both tightly, hiding their sadness of the girls’ loss. With a sigh, the Queen let go, waving her finger in Elsa’s face: “You know, you really scared us all – running away to come here without telling anybody!” Elsa, looked down, obviously feeling guilt, still understanding her aunt’s reasoning. She wanted to tell her aunt she was too afraid to deal with her parent’s death alone, but she was too scared to be looked down at like that. Elsa’s parents always said to hide her fear; don’t let it show, for very personal reasons. But, Elsa couldn’t do that; she couldn’t handle the pain alone – not when no one, not even Anna would understand her pain.
Rather than discuss it now, however, the King and Queen put Elsa to sleep, laying the sleeping Anna next to Elsa. Elsa wouldn’t have to deal with the feelings alone, and that, for once in these horrible weeks, brought a firm sense of security to her. Elsa felt much calmer, and thought maybe things would be okay. Maybe Elsa and Anna could live a good life, after-all.
~~~~ SEVERAL YEARS EARLIER ~~~~
“Mother! I told you, I’m fine!” A girl shouted, holding firmly onto her enlarged stomach. The girl had walked into her chambers, her parents following shortly after her. “Autumn, you know, ever since you were born we’ve been doing our best to protect you – something we weren’t able to do for your sister, Emma,” the father, formerly Prince Charming, had said. They looked at their daughter with the purest of smiles, only wanting to help the beautiful girl they were lucky enough to raise. Autumn’s mother, Snow White, now the queen of her kingdom, looked down, the returning memories of how she lost Emma not being the best for her mood. She took Autumn by the hand, pressing it to her belly, smiling: “Did you do some kind of spell to determine what it’s going to be?” Autumn shook her head, prompting a smile from Charming; not knowing seemed much more adventurous to him.
Snow White eagerly led her daughter, sitting her down on her bed, a smile across her lips. She was so happy for Autumn; it’s what she always wanted: to be there for her child when they needed it most, something she couldn’t do for Emma. Oh, the pain of that memory haunted Snow every single moment, a reminder of how history ruined her first chance at happiness as a mother. “So, where’s the father?” Snow asked, referring to Autumn’s husband, Prince Thomas, who came from a nearby kingdom. Autumn smiled, caressing her pregnant-belly, thinking fondly of her beloved. “Oh, Tommy… He had official business to take care of, but he said he’d be back soon,” Autumn said, carefully leaning her body up. She stood up on wobbly feet, still not used to having this extra load to mess up her balance. As much as she liked her father’s lessons, she wasn’t cut out for any impressive feats in this condition.
“I’m not popping yet, though, mom… I’m not in the mood to just lie down,” she said, smirking back at her before leaving her chambers. The queen laughed softly, looking at Charming as he stood next her, sitting down with his wife. “Well, she’s definitely your daughter,” Snow said jokingly, leaning onto his shoulder with a sigh. “What are we going to do, Charming? You remember the trouble our children have caused – because of us! We need to find a way to keep her safe – Autumn and her baby – we owe it to them not to drag them back into our problems, or enemies.” Snow stated, speaking quite convincingly to her true love. Charming certainly agreed; after Zelena and Regina, they needed to take precaution to protect their daughter and her unborn child. “I think we’ll need to pay a visit to an old friend, if this is to happen,” Charming said. The gaze he had given Snow pretty much told her exactly who he was referring to – the one person who could do the deed better than anyone else they knew or faced.
Meanwhile, Autumn had begun to think more about her distant sister as a result of that little talk with her parents. She didn’t exactly know her sister Emma, since the second dark curse was over, and her parents were sent back to the Enchanted Forest when Autumn was still an infant. So, the sister got a bit emotional and upset as a result, sobbing softly, deeply hoping she could meet her sister one day. Not only that, Autumn was hoping Emma was happy, and well, despite being away from her true family – Snow, Charming, and even the other Storybrooke citizens who acted like family as a result of their torment.
Autumn did believe her sister was alright though; her parents had mentioned that Regina stayed in the so-called ‘Land Without Magic’ to look after her nephew Henry with Emma. For someone called the ‘Evil Queen’, Regina hadn’t seemed so bad to Autumn, whom seemed to have a bit better, or worse, judgment than her loving parents. Autumn sighed to herself, wiping a tear from her eye, trying to think of her future life, and let the thoughts of Emma go to rest for now. She had to be all smiles to announce her pregnancy to the kingdom, especially since it wouldn’t be too long before she pops.
Last edited by Socius on Thu Nov 20, 2014 7:53 pm; edited 4 times in total | |
| | | Umiko-chan
Posts : 23 Join date : 2014-11-15
| Subject: Re: Socius, the Wandering Grandmaster Tue Nov 18, 2014 4:52 pm | |
| First things first, you're only allowed to summon through the Inscription specialty. A specific technique must be made for each individual summon. In other words, you have encountered what you are summoning and have sealed it to be unsealed later. What also needs to be added is a post-to-post mana cost to you to maintain the summon. For all of your techniques, give a single number for the training word count. Not a range of numbers. Please include a lot more detail under your Combat and Mana styles. Particularly your Mana Style. Elements must be included. - Quote :
- Name: Demonic Summoning
Class: 5-1 (Meaning training is required with each rank up) Type: Mana Sub-Type: Ritualistic Specialties: Availability: Open Requirements: Unlocked the specific level. Description: Demonic Summoning is a technique of varying mana cost, usually shifting due to the difference in size the technique can pose. For example, a class 1 creature could make the cost sky-rocket from a class 5. So, after using the incantation or handsigns, the user concentrates their mana against the surrounding ground, a creature appearing within a cloud of smoke. Sadly, if the user loses focus, or dominance, the creature will instead go for them, which would be very unfortunate. Typical summonings per class include: 5: Imps, Small Trolls, Small Demons, and Skeletal Children. 4: Hellhounds, Spectral Minions, Winged Demons, etc. 3: Lesser Demons, Large Trolls, Skeletal Army, etc. 2: Demons, Dark Souls, Zombies, etc. 1: Lords of Hell/Death, Brutish Demons, etc. Training: 100-1200 (Depends on the class of the creature summoned) Cost: 20-200 Mana You can not summon demons or demonic entities without the Highway to Hell origin. - Quote :
- Name: Spectral Weapon
Class: Class 5 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Class requirement. Description: Spectral Weapon is a really basic spell that basically focuses magic into a weapon form. Thanks the those, the user can create a temporary bow-and-arrow (which fires infinitely in the time limit), a sword, a mace, or other simple instruments (excluding the creation of magic-focusing tools). However, as a Class 5 technique, the hits from the weapons are weak, and it requires skill with the technique to do actual damage. This technique, however, will last up to five posts for the user. Training: 100-200 Words Cost: 20 Mana Add that you are limited to creating weapons you have the necessary specialty for. You can not create and use a bow without the Archery specialty. - Quote :
- Name: Gangplank, the Greatest Undead Pirate
Class: Class 3 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Closed Requirements: Soul Reaper Requirement. Description: Gangplank was one of the rowdiest pirates in before-death, so it was natural for Socius to call upon him. Wielding a barbaric pistol, and heavy sword, Gangplank is the best fit for many of the tougher enemies Socius comes up to face. However, he is deathly weak against magic, making him an easy kill for most powerful sorcerers. Training: 400-500 Words Cost: 50 Mana No guns. Guns are not presently allowed. - Quote :
- Name: Thresh, The Soul King
Class: Class 2 Type: Mana Sub-Type: Offensive Specialties: Ritualistic Availability: Closed Requirements: Soul Reaper requirement. Description: Thresh, The Soul King is a technique based on the specific person the intention is to summon. Thresh, being the soul king, is a very formidable ally given that the summoners ARE soul reapers. With soul reapers feeding him leftover souls, Thresh becomes increasingly power and tougher to beat. However, the major downside is he is not too big on taking orders, and will not obey without the sustenance - or promise - of souls. With every devoured soul, he gets +50 STR, and his form thickens. Training: 550-700 Words Cost: 100 Mana Stats: 1200 STR, 800 CTRL, 1000 MANA, 750 STAMINA, 900 REFLEXES, and 600 SPEED. Techniques:
Whip Lunge: Thresh uses his long scythe to whip a target to his location. This technique uses up 40 Mana, and leaves him vulnerable for attacks while he uses it. The whip also is a straight-shot, no movement. However, if it lands the hit, and binds the target, they're stunned for a moment, offering Thresh a moment to attack or get distance. Here I Come: A followup to the Whip Lunge, Thresh uses it to take himself to his stunned opponent, costing 20 Mana for obvious reasons. It only involves the jump. A Friend Like Me: Thresh's only assisting technique. It involves him throwing out a spectral lantern, which wait there until an ally grabs it - or his summoning concludes. The lantern, when grasped, activates a defensive shield around the receptient, reducing all incoming damage by approximately 25% for two posts. This costs 40 mana for him. Magic-Dipped Blade: A very promising technique belonging to Thresh. This technique involves focusing his mana into his scythe to inflict an additional 10% of damage for four turns, at the cost of 40 Mana. Soul Wall: Ironically, this technique uses no souls in it's functioning. Instead, he forms walls composed of mana, which, for three posts, will block all incoming projectile attacks, while taking sufficient damage from direct attacks; the clash of the walls and attacks fractures the walls, hurting the enemy with magic damage, also slowing the opponent down slightly. This technique requires a cost of 50 mana, and Thresh is resigned to stay in one place as the walls hold. This has far too many stat points and abilities for a class 2 summon. Drop the total stat number to 2500. - Quote :
- Name: Elemental Touch
Class: Class 5 Type: Mana Sub-Type: Offensive Specialties: Elemental Availability: Open Requirements: Class 5 Elemental Description: Elemental Touch is a rather basic technique that people like Socius are capable of using. By using mana, he is able to coat his body part (usually the hand) with a constant supply of an element. For example, there could be a constant layer of water, fire, lightning, etc. coating his hand, usually to inflict a kind of damage on a short range opponent. Even though this is a low-level magic, it's tricky because the effects are so short per usage. All in all, it lasts about 90 seconds before the mana (and the elemental coat) dissipate. Training: 100-200 Cost: 20 Mana No. Separate this into multiple techniques that use different elements. One technique can not be used to simply coat your hand in whatever element you want. Once separated into multiple techniques, describe more in detail what each element does. - Quote :
- Name: Body Armor
Class: Class 3 Type: Mana Sub-Type: Defensive Specialties: - Availability: Open Requirements: Class 3, Elemental 125 (Metal) Description: Body Armor is a bit of an advanced technique used by people like Socius. They will utilize mana in order to form a thin layer of metal over the user's body, usually a layer that is breathable from under it. However, it does hinder body movement despite the protection. Training: 400-500 Words Cost: 50 Mana By how much does it limit the body's movement? Do you lose any speed? - Quote :
- Name: Enchanting Weapon
Class: Class 4 Type: Mana Sub-Type: Supplementary Specialties: Ritualistic Availability: Open Requirements: Job/Ritualistic 50 Description: Enchanting Weapon is the trademark job of the person with the titular job. The technique utilizes mana to empower a weapon, usually a sword or similar type (though, often bows), imbuing it with the added kick of an element. This adds damage, and can often turn the tides in the fight. Some effects may include burning the flesh that was hit (fire), stunning the opponent (lightning), or making the arrow fire at speeds that are hard to evade (wind). The only downside is that this typically lasts only up to five posts. Training: 250-350 Words Cost: 30 Mana You do not have the Enchanting specialty. - Quote :
- Name: Spirit Transfer
Class: Class 1 Type: Mana Sub-Type: Supplementary Specialties: Medical Availability: Must be taught Requirements: 125 Medical Description: Spirit Transfer is one of Socius most powerful medical techniques, while also the most dangerous. When in a disastrous state, he resorts to using this - a life changing technique. Literally. The technique ejects his soul from his body, and has it seek out a different host, in order so that he may live life in a more efficient body. However, a technique like this is extremely draining, leaving him with very little to do after the process. Like waking from a coma, his body is weak, and his mind is befuddled. Therefore, this highly flawed technique is intently saved for when he possesses time in order to recover before another confrontation. Training: 850-1200 Words; 1500 Words for Recovery after soul-shifting (each time) Cost: 99% of Remaining Mana What are the prerequisites necessary for something to be your new body? Recently deceased? Can it be an artificial body? How far away does the new body have to be? What happens if you can't make it to the body? - Quote :
- Name: Orb of Stasis
Class: Class 3 Type: Mana Sub-Type: Defensive Specialties: Medical Availability: Open Requirements: Medical 75 Description: The Orb of Stasis is a bit unlike Socius other medical techniques. The Orb of Stasis, rather than to heal, is merely meant to prolong the life of someone whom is deathly injured. The orb solidifies around the target, keeping them unconscious as the mana takes form in keeping the body working. The technique only does enough to keep them alive; no wounds are truly healed completely. Training: 400-500 Words Cost: 50 Mana This needs an upkeep cost per post. - Quote :
- Name: Sealing/Unsealing
Class: Class 5 Type: Mana Sub-Type: Supplementary Specialties: Inscription Availability: Open Requirements: 25 Inscription, Soul Reaper Origins Description: Sealing is a rather easy technique for a Soul Reaper. It, essentially, is the process of sealing away souls or items allowing them to be safely taken at a time of their choosing. The technique is easily reversed for the unsealing of items. Training: 100-200 Words Cost: 20 Mana I would say that this needs to be at least class 4. | |
| | | Sin
Posts : 12 Join date : 2014-11-13 Age : 32
| Subject: Re: Socius, the Wandering Grandmaster Tue Nov 18, 2014 11:01 pm | |
| These names need to be changed, not their functionality. Along with their description as you do not posses the Highway to Hell Origin. - Spoiler:
5: Imps, Small Trolls, Small Demons, and Skeletal Children. 4: Hellhounds, Spectral Minions, Winged Demons, etc. 3: Lesser Demons, Large Trolls, Skeletal Army, etc. 2: Demons, Dark Souls, Zombies, etc. 1: Lords of Hell/Death, Brutish Demons, etc.
This technique should only possess NPCs as controlling someone's character because of their "dark spirit / nature" should be a no-no. Otherwise I agree with the spirit just hiding or tagging along a player character. - Spoiler:
Name: Spirit Transfer Class: Class 1 Type: Mana Sub-Type: Supplementary Specialties: Medical Availability: Must be taught Requirements: 125 Medical Description: Spirit Transfer is one of Socius most powerful medical techniques, while also the most dangerous. When in a disastrous state, he resorts to using this - a life changing technique. Literally. The technique ejects his soul from his body, and has it seek out a different host, in order so that he may live life in a more efficient body. However, a technique like this is extremely draining, leaving him with very little to do after the process. Like waking from a coma, his body is weak, and his mind is befuddled. Therefore, this highly flawed technique is intently saved for when he possesses time in order to recover before another confrontation. There is also the drawback of the body retrieval; due to his nature, he will only possess the recently deceased, or someone with a dark spirit. Otherwise, his good-natured self wouldn't be satisfied. If he has trouble, his soul will search on endlessly. If worst comes to worst, he has a fail safe implemented to put his soul in one of his allies until he can more directly find the necessary body. Training: 850 Words; 1500 Words for Recovery after soul-shifting (each time) Cost: 99% of Remaining Mana
Please list the effects of how long a post "repairs" the body. i.e.: 1 Post restores bones and muscles .. etc. - Spoiler:
Name: Body Repair Class: Class 1 Type: Mana Sub-Type: Defensive Specialties: Medical Availability: Open Requirements: 100 Medical Description: Body Repair is a quite powerful medical technique compared to others. Body Repair is a technique used when someone loses a limb, or has similar problems with the body; ie. Going blind or deaf. Using a focused blast from whatever medium, the user is able to use their mana as a means of fixing the abnormality, or fault in their body. For example, no more prosthetics, or your hearing has returned. Training: 550 Words Cost: 100 Mana
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| | | Sin
Posts : 12 Join date : 2014-11-13 Age : 32
| Subject: Re: Socius, the Wandering Grandmaster Wed Nov 19, 2014 12:51 am | |
| A P P R O V E D
Until another Staff decides otherwise. | |
| | | Zevas
Posts : 18 Join date : 2014-11-05
| Subject: Re: Socius, the Wandering Grandmaster Wed Nov 19, 2014 7:49 pm | |
| Unapproved:
issues-
Name: Soul Summoning: Undead hounds Class: Class 3 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription 75 (Class 3) Description: The summoning of undead hounds is a rather efficient technique when used right. It allows for the summoning of three man-sized undead hounds; however, the user can just as easily join them together to make a house-sized undead Cerberus. Stats:
STR: 400 STAMINA: 200 SPEED: 300 REFLEXES: 280 CTRL: 200 MANA: 120
whats the stat for them combined
Name: Soul Summoning: Lesser Death Lords Class: Class 2 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Open Requirements: Inscription 100 Description: The summoning of lesser death lords is positively no laughing matter, as they're quite the formidable opponent, compared to Socius' other summonings. Created by the angel of death, Socius has two lesser death lords in particular at his whim, Dick 1 and Dick 2, as he calls them. They are typically meatshields for Socius, due to their superhuman durability as dead men, and their resistance to pain. Torture and pain is a part of their lives, so they made good protection for Socius. Stats:
STR: 500 STAMINA: 300 SPEED: 500 REFLEXES: 400 MANA: 100 CTRL: 200
Training: 100 Words Cost: 100 Mana; 48 Mana per turn
how many hits can they take?
Name: Soul Summoning: Angel of Death Class: Class 1 Type: Mana Sub-Type: Ritualistic Specialties: - Availability: Closed Requirements: Inscription 125; Soul Reaper Description: The summoning of the Angel of Death is a very rare occurrence. The user literally has to sell fragments of their soul in order to get the angel to appear and perform his requests. The creature is used by Socius as a means of extracting a defenseless enemies soul without killing the target. However, as you'd expect, any sign of movement away from the Angel, or a running out of time will lead to a failure of taking the soul. As a consequence of using this technique, Socius soul - and all those he has collected - now go to this soul-called Angel of Death. Stats:
STR: 500 STAMINA: 300 SPEED: 600 CTRL: 300 REFLEXES: 600 MANA: 200
Training: 850 Words Cost: 200 Mana; 350 per post
if this takes part of his soul how many times can he use this?
do all these upkeeps come from him or from the summons?
Name: Spirit Transfer Class: Class 1 Type: Mana Sub-Type: Supplementary Specialties: Medical Availability: Must be taught Requirements: 125 Medical Description: Spirit Transfer is one of Socius most powerful medical techniques, while also the most dangerous. When in a disastrous state, he resorts to using this - a life changing technique. Literally. The technique ejects his soul from his body, and has it seek out a different host, in order so that he may live life in a more efficient body. However, a technique like this is extremely draining, leaving him with very little to do after the process. Like waking from a coma, his body is weak, and his mind is befuddled. Therefore, this highly flawed technique is intently saved for when he possesses time in order to recover before another confrontation. There is also the drawback of the body retrieval; due to his nature, he will only possess the recently deceased, or someone with a dark spirit (NPCs). Otherwise, his good-natured self wouldn't be satisfied. If he has trouble, his soul will search on endlessly. If worst comes to worst, he has a fail safe implemented to put his soul in one of his allies until he can more directly find the necessary body. Training: 850 Words; 1500 Words for Recovery after soul-shifting (each time) Cost: 99% of Remaining Mana
needs a control stat or something to allow him to take over someone's body, or something that will cause him to get rejected, also somehow for a possible failure so he isnt immortal. | |
| | | Socius
Posts : 6 Join date : 2014-11-16
| Subject: Re: Socius, the Wandering Grandmaster Thu Nov 20, 2014 7:56 pm | |
| Fixed. Someone. Anyone. Approve me D::::: | |
| | | Solarion
Posts : 34 Join date : 2014-11-15
Character sheet Gold: 10,100 Class: Expert EXP: 6000
| Subject: Re: Socius, the Wandering Grandmaster Fri Nov 21, 2014 3:26 pm | |
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