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Karmic Test System

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#1Khnurn 

Karmic Test System Empty Thu Sep 23, 2021 1:31 pm

Khnurn

  • Development/Powerful Ability: Karmic Retribution: A new feature of the gauntlets. Replacing the original gemstone is a relatively unknown gemstone known as a Karma Stone. The Karma stone is a malleable gem, capable of being moulded and shaped and due to the shine it takes when polished, is highly valuable. The special property of the Karma Stone is it’s ability to judge a person based on their character and actions, and as thus affect the outcome and power of some events. The Gauntlets particular stone allows the gauntlets to change the power and affects of some techniques that the user knows. Everytime the user makes a Karmic decision, whether it be to save a comrade, or to let them die, the Karma Stone will take note and denote one point to either good or bad Karma. Upon reaching a certain tier, the Karma stone not only enhances the effects of some techniques, but unlocks a new tier of techniques in the stone that it then allows the user to use. Should the users Karma change the techniques will once again return to their locked state and the effects will switch to the opposite side of the spectrum.

    (Mod Note: Techniques affected by this will be updated appropriately to show the change. Karmic techniques will be added in as well as their tier requirements. Karma should be noted at the beginning and end of a Karmic decision and registered in the update section upon completion of the topic with the new Karmic total. Karma changes taken in topic do not affect what the user is able to do in the topic but will instead affect the next resulting topic following the update. Current Karmic total should be noted in signature for ease of sight.)

    Karmic Levels (From absolute good to absolute evil)

    Hero (30 Light Karmic Points) - The User has ascended the possible realistic bounds of Karmic good. The User has shown time and time again that they will go above and beyond the requirements needed to be a completely good human being. Upon ascending to this level the user is locked from acquiring any evil Karma and thus may not gain any tiers of Evil Karma. This does not mean that the user is prevented from losing Karma however. Unlocking this tier grants the final level of Karmic Good techniques and passives as well as grants the user an unmatched defensive shield in the form of the Grand Aegis.

    The user is granted a further cosmetic change during this tier, the User is granted a stronger blue aura around the gauntlets and the Karma Stone becomes completely white with a black dot in the center signifying total Good Karma. The gauntlets themselves become a bit bulkier, gain surface area and completely cover the arm up to the shoulder to symbolize the more defensive stance.

    Champion (15 Light Karmic Points) - The User has grown beyond simple measures of good will. Now regarded as a Champion of the people they must continue to prove their good intentions to maintain and grow their standing. By unlocking this stage unlocks the second level of Karmic Good techniques and grants the user a rank deduction in the usage of defensive techniques. Another trait of this stage takes the gauntlets healing further allowing the user to use the healing consciously on themselves and others. Tapping into the healing chakra store the user can denote a basic amount of chakra towards the healing of an injury. Like any normal healing if the chakra does not match the amount of damage then the would will still be present, only partially healed.

    Guardian (5 Light Karmic Points) - The first tier of Good Karma, this is generally activated by the first few acts of good Karma. At this stage the gauntlets generally do not grant the user many powers, however true to the defensive good of the Guardian the gauntlets grant the user one power that allows them to deal nonlethal damage to a person should the user feel the person did not deserve to be grievously injured or needed to be taken in alive. The gauntlets do this by slowly cycling the chakra the user flows through the gauntlets into the second Karma stone on the clasp and convert it into healing chakra before storing it within. Each post the gauntlets will automatically store away an E-rank passively as well as a C-rank per hit. The stone can store up to a S-rank of chakra in it’s stores before it is capped and refuses to take in chakra or begins to heal the user automatically, passively cycling the chakra through the user’s body to heal injuries taken to maintain the constant siphon. When dealing lethal damage to an opponent the gauntlets take in the emotions and thoughts of the user and if sensing anguish or a need to save the person being impaled by the gauntlets, will automatically start siphoning chakra until it has reached the amount that is needed to heal the wound. The chakra takes a second effect by acting as an anesthesia and a sedative, putting the target into a deep sleep until a pulse of chakra is passed through them by the user.

    Thug (5 Dark Karmic Points) - The first tier of Evil Karma, this is generally activated by the first few acts of evil karma. At this stage the gauntlets generally do not grant the user many powers, however true to the offensive evil of the Thug the gauntlets grant the user one power that allows them to deal added damage chakra based damage on top of the physical damage of the gauntlets. This damage is heavily lethal and unlike the healing prowess of the Guardian tier, this damage forces the wounds inflicted to deteriorate, compounding the damage taken over time. However this power comes with a price, to use this power the gauntlets passively begin to drain life force from the user to supplement the attacks rather than actually drawing from the users chakra store. Every person living has an automatic and permanent D-rank amount of Life Force that they can use. This life force can be observed most often when someone takes lethal damage and bleeds out causing death. The gauntlets drain a D-rank amount of life force per hit. Unlike chakra, life force cannot be replenished except for healing. Life Force is kept up with by using a similar counter to chakra. Every hit that *connects* must be noted in the post and properly deducted from the counter. Should the user run out of life force before being healed they will die.

    As a cosmetic feature due to the drain the user will begin to look pale and unhealthy. Also the users elemental attacks will begin to take a darker tinge to them.

    Outlaw (15 Dark Karmic Points) - Despite the drain on the users soul the user has managed to kill bash, and survive their way to become a greater harbinger of evil. The Outlaw is the medium level tier of the Evil Karmic path and grants further offensive bonuses to the user. Building onto the drain on the users soul, now when attacks are made with the gauntlets the chakra released within will reverb dangerously dealing further and further damage before exploding outwards and striking nearby enemies and allies. This trait can be further upgraded to deal more damage and increase it’s range, but as a final upgrade the user is able to steal the essence of the person they’re striking as well as the life essence of the people the waves hit and upon reverbing back to them the user’s own life force is healed for a certain amount.

    As a cosmetic update the user’s appearance will take on an even further haunting look. Veins have become more pronounced and the dark tinge to techniques have become even darker. The users personality becomes harsher as they come to terms with the evil they must commit to to survive on a day to day basis.

    Upgrades*:
    D-Rank - Basic Damage, Reverbs twice before exploding outwards. Range up to 5 feet.
    C-Rank - Increased Damage, Reverbs three times before exploding outwards. Range up to 10 feet.
    B-Rank - Maxed Damage, Reverbs four times before exploding outwards. Range up to 15 feet.
    A-Rank - Begins to Life Steal for a D-rank on primary target and an E-rank for each person struck by the wave, Reverbs five times before exploding outwards. Range up to 20 feet.
    S-rank - Maxed Life Steal at a C-rank on primary target and a D-rank for each person struck by the wave, Reverbs six times before exploding outwards. Range maxed at 25 feet.

    *Upgrades follow EXP purchase guidelines.

    Infamous (30 Dark Karmic Points) - The user has descended to a level of darkness not seen since lucifer. Now unspeakably Infamous the user stalks the lands looking for people to sacrifice to the demented gauntlets, the price of blood that they seek having grown so much that the user is pretty much forced to kill and plunder just to retain what bit of sanity remains in their head. Upon reaching this level the user is blocked from accessing any form of Karmic Good, however this does not mean that they can not gain Karmic Good in an effort to decrease the levels of evil and hate. Upon ascending to this level the user gains the power to call for the ultimate weapon, Ankvhell. The user also gains the final tier of Karmic Evil techniques.

    As a final cosmetic effect the users entire appearance takes on a disheveled unhealthy look. Dark rings appear under the eyes and their hair takes a darker glossier look. Skin looks tighter but also has a leathery feel to it. Veins and scars become more pronounced and jutsu now appear dark or black.

  • Powerful Ability: Grand Aegis: A shield of untold legend and unmatched power. It is Strongest Ability of the Karmic Good side and has the ability to literally guard against almost any attack and change into any shape that befits the situation. Once wielded by the God of Order and then given to the Guardian of Peace, the Grand Aegis was forged from the purest of energy. Using the energy stored within the main Karma Stone the user can only activate the shield if it is maxed with a full S-rank of chakra. Upon being created the shield takes the shape of a massive rounded shield an a thick aura of chakra in the shape of ancient greek armor. The chakra while looking bulking and cumbersome does not hinder the user at all and can glance off blows as if they were nothing. Unlike normal chakra shields the Grand Aegis has two separate health bars, one for the shield and one for the armor. Each one can take the equivalent of a S-rank technique before dispersing into pure energy. The user can choose to merge both of them together and project them outwards to block an incoming attack or form it into the shape of a dome and protect the user from massive area damage. While the chakra shield is solid it does not protect against airborne damage like poisons and viruses or heat, however explosions, chakra based attacks and physical weapons will be deflected aside easily.

  • Powerful Ability: Ankvhell’s Weapon: A weapon forged of the greatest metals and energy in the know cosmos of legend. Ankvhell’s Weapon is a weapon that is able to morph into any other weapon in existence. In its dormant state it does not exist, merely existing as part of the chakra pool of the gauntlets, however when activated the user can create up to two different weapons (one for each hand if the weapon is small enough) that retain the same properties of the original weapon. Ankvhell’s weapon was forged with one simple property, to become the greatest blade to ever exist. Thus the primary property is it’s ability to destroy and assimilate. Upon a weapon crossing paths with Ankvhell’s the enemies weapon will begin to take damage due to it being forged of a weaker material (regardless of if it was forged of titanium, brutanium or whatever made up metal, it will always be weaker) upon taking up to ten hits from Ankvhell’s the enemies weapon will crack and break before being assimilated into Ankvhell itself making it stronger over all. Upon this assimilation any ability (not function) of the weapon will also be absorbed into Ankvhell, however the user must pay an EXP and Ryo cost to use the ability that was absorbed. Upon dying or losing this feature all absorbed weapons and abilities will be dispersed from the blades.


Monk


A paragon of self development and the pinnacle of self reliance, the Monk stands above many classes in terms of ability and know-how. A long time practitioner of martial arts and close range magics, the Monk's specialty lies within the close range and the mystic. Striking fast and hard, quick, precise strikes define a Monk's fighting style. This isn't to say that Monk's aren't versatile, but are rather decisive in their response and expedient in their retaliation.

Monk's tend to be quiet, somber characters. Always reflecting on pass battles and altercations. Improvement and adaptation come hand and hand with a Monk's lifestyle. They also tend to be extremely in tune with nature, often emulating certain aspects when it comes to their attacks and abilities as to increase their combat effectiveness.

Spell Types


  • Superior: Offensive
  • Normal: Self-Buff, Supplementary

Feats


Devastating Force: Offensive Coating Spells also deal the Users strength in damage. This extra damage is considered Physical for interaction purposes and can be reduced through Physical Resistance.
Monkey's Paw: After casting an Offensive Spell the user may roll a Die to reduce the cool down of other Offensive Spells by 1 to 3 posts. Cool Down Reduction Items and Enchantments no longer reduce the Cool Down of Offensive Spells. This trait applies once per post.
Flowing Wave: Offensive Spells have a chance at changing their mana cost between 25% and 150% based on dice roll. The User no longer benefits from Mana Reduction from other sources.

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