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Post by Gabriel Seran on Mar 2, 2011 20:09:23 GMT -8
The Paladins
History
The Paladins are known throughout history as the elite, high level officials. In the case of these Paladins, they are the Elite warriors named by the court. Only twelve are named at any one period of time, to have any more is to take upon a bastard name and a war tourney is to be called into effect and a battle is waged between the twelve to see whom is the strongest. To Recieve a name from the Paladins you must fight every warrior of the round and recieve a recomendation from the lot. Each Paladin is considered equal in court and stand as equals in war. Final decisions are concluded by acts of war, if a dispute between two Paladins is put into effect the round must convene and put to the two a challenge. The winner is proclaimed decider of the conflict.
The Round. Is the term used to define the 12. Without the 12 in court mediation falls to the hierarchs, during any stage of council three are named and decisions are finalized through them. In terms these three rank as the highest but with the round convened all stand as equals. Divine Paladin- The Divine Paladin is the strongest and highest leader of the lot, however while the court is called he stands with the least say to remain silent in hall and without influence due to his high ranked position. However with the court not conveined he stands as the decider to pass judgment and motion to the ranks.
Sol Paladin - The Sol Paladin is the sword to the Paladins, he/she is entrusted with the unification of the knights to rally to a cause. While the Paladins are generally in contempt of unifying, when they do it is by the draw of the Sol Knight. Leader of the Ranks.
Terra Paladin - The Terra Paladin is justly the Shield of the Paladins, he/she is employed to defend and uphold the honor and infrastructure of the Paladin's regime, be that maintaining the ranks or seraching out new knights. Terra is supposedly keeper of the rounds and is dutifully the one with the most say when the round is in effect.
The Ranks - Each Paladin there on out is granted a specific power in the round and are gifted that by the Hierarchs. When the Round is in effect all Paladins stand as equals and therefore granted to be unified or diversified by their endeavors.
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Post by Gabriel Seran on Mar 2, 2011 20:10:09 GMT -8
The Round
"The Hierarchs" Divine - Gabriel Seran
Sol - Roth O'Roak
Terra - Jaus Valentine
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"The Round"
Crystal - Kevala Katashi
Steam - Shugo Yuy
Fury - Jack O'Connor
Metamorphose - Kazuya Hikari
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"The Guard" Strength: 8 Dexterity: 8 Constitution: 13 Intelligence: 8 Wisdom: 8 Charisma: 8
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Post by Gabriel Seran on Mar 2, 2011 20:18:37 GMT -8
The SignEach of the Paladins are given a call sign to their entry to the Round. These are specifically extremely powerful items marked with the insignia of the Round. When the round is gathered the Paladins must present these pieces to show that they have not handed down their legacy and that the 12 is no longer contested.+5 Wisdom to Each Item Insignia | Item | Divine | Divine BladeUpgrades: $3000/$4500/$6000Material: x1 Blade, x2 Sheet Metal ($700), X1 Unengraved Medallion ($150) The Divine blade was an item constructed by Seran Corp and taken up by Gabriel as a test item to be used for his plaything. The Item itself has amazing qualties that increase the user's natural potential.Stats:Power 1: 10% Strength & Dexterity Increase Power 2: When Blade makes contact with a victim and cuts skin the victim suffers an affliction of numbness in the limb damaged. This effect lasts 5 posts. | Sol | Sol Paladin's GauntletUpgrades: $3000/$4500/$6000Material: x4 Sheet Metal ($1400), x2 Misc Electronics ($600), x2 Stone ($500), x1 Wire Metal ($200), x2 Leather ($500), x4 Unengraved Medallion ($600). The Sol Paladin's Gauntlet was a military brand item created by Seran Corperations with the intention of enhancing Qi based warriors in their abilities. In experimental testing it decimated opposition however was too heavy for low class warriors and the item was disbanded from production.Stats: +4 Strength, +4 Dexterity, +4 Wisdom. Power 1: Knight's Duty: x2 for the effects for single activation Qi attacks. Power 2: Shield of the Grand Design: Drawbacks due to Qi are reduced by half. | Terra | Terraforming BladeUpgrades: $3000/$4500/$6000Material: x1 Bokken of Hiten Mitsurugi, x1 Wire Metal ($200), x1 Sheet Metal ($350), X1 Unengraved Medallion ($150) The Terraforming Blade was an item that while not created by Seran corp was modified by the company in order to extend the natural properties of such and enhance the abilities it was able to perform. Its natural body now extends and is able to be used in a multitude of different ways than its initial creation allotted.Stats: +3 Dexterity, +3 Strength Power 1: This blade allows for a knock back ability no matter how high the opponents stats are By "Unsheathing" and slashing at the same time, the knock back ability works in the direction of the slash. Power 2: The Blade itself has two forms, its blade perception and its extended whip form. When extended its momentum can be manipulated in a manner that would be unnatural for a nirmal blade. In this form the Dexterity of the blade is raised by +5 | Crystal | ~Crystal Shards~ Materials: x2 Sheet Metal, x2 Unengraved Medallion. Description: Four Elegant Blades with the ensignia of the Crystal Paladin enscribed on their hilt. Designed to be tools of an assassin they display untold of power. Stats: +5 Dexterity Power 1: Death's Grasp Two of the four daggers have been enscribed with archaic emblems, their mystical powers allow them to let out a single burst of pure energy ingrained into the blade to capitalize on damaging an opponent instantly. Deals Damage equal to 30% of the target's Constitution an additional 3.5% per 10 Charisma the weilder possesses, this is added atop the blow of the user's Strength. Power 2: Power 2: Deathly Omen The other two daggers share a similar enscription in the blades. These allow for the user to focus the user's abilities towards a single target. Attacking said target grants the user damage increased by 10% as well as taking reduced damage from all other targets (aside from the target itself) by 30%. | Steam | ~Steam Golem~ Materials: x1 Unengraved Medallion, x1 Wire Metal, x1 Misc Elec. Description: A steel necklace worn around the user's neck that has unusual abilities to control certain elements by utilizing the aspect of steam at their will. The item itself is a small spark mechanism which is constantly brewing with an untold heat. Stats: +5 Wisdom Power 1: Overheat The wearer of the Steam Golem can initiate an ability of superheating objects in contact with the Golem, this includes the wearer. Opponents in contact will recieve burn damage and after 5 posts of keeping this active the wearer overheats thus dealing additional damage for 3 posts. Bonus damage is equal to 30% of Charisma. Only available to portion overheated if used for more than 40% of the body the wearer then suffers sever dehydration, burns, and exhaution. Power 2: Power 2: Defusion The Steam Golem can defuse the built up steam within the body and therefore resetting the overheat process. To do this the user must remain immobile for one post releasing the energy through the Golem. | Fury | ~Bloodlust Cleaver~ Materials: x2 Glass, x2 Rubber, x2 Leather Description: A large cleaver that holds the insignia of the Fury Paladin, its large weight makes it difficult to move with but its abilities more than compensate for the weight its worth. Stats: +5 Strength Power 1: Vigilence With each attack of this item in use Jack's attacks stack up becoming more and more powerful with each successful strike. Jack gains +2 Strength for each successful strike in combat, stacks up to 5 times. This effect is removed if Jack misses. *Note: Blocked attacks still consist as hits. Power 2: Feral Edge Jack gains a temporary veil, under this veil Jack's attacks move at an alarming rate, at least to his opponents. While this veil is active his foe's suffer a reduction of 15% of their Wisdom (Minimum of 5). This lasts a post count equal to 1 for every 10 Charisma user has. | Metamorphose | Find Your own Image! |
[/IMG] ~Metamorphosis Belt~Materials: x4 Leather, x1 Unengraved Medallion Description: A thick belt positioned around the waist that holds the insignia belonging to the Paladin of Shift. It is said that this item works well with the shifting of time but moreso represents changes that may come with the efforts of an instant. Stats: +5 Intelligence Power 1: Mumyō (無明, lit. "No Light") Kazuya has the ability to veil the area around him in a dark mist that cuts off all of the senses aside from touch. Effects apply to all parties within, including Kazuya. The maximum expansion of this ability stretchs for up to 15 feet. Can be maintained for X posts, X being 10% of Charisma. Power 2: Henshin (変身, lit. "Transformation") This ability is more of a timely expanded ability, it has no instantaneous effects on the person or that of an opponent but serves more as a training mechanizm for whom Kazuya is present with. The Transformation occurs when Kazuya trains with individuals for extensive periods and gifts them with enhanced skill. Duration refers to the word count in said fight thread posts, it is required of the trainee to make an analysis of their abilities and perform to a greater extend as opposed to simply spamming unconformities. The Training Recieved is a value of additional Exp earned from their training.[/font][/center][/td][/tr] [tr][td]Knight[/td][td]-Empty[/td][/tr] [/table] [/center][/font]
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Post by Gabriel Seran on Mar 2, 2011 20:26:02 GMT -8
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Post by Gabriel Seran on Dec 1, 2011 0:53:19 GMT -8
The Regiment Student Liberation Front Forces : 68 Paladin Forces : 58 Movement Forces : 35 Total Forces : 161
Inactive as of X/XX/XX Reinstated as of X/XX/XX
~Divisions~
Honor Guard: Gabriel Seran's Personal Guard. 25 Man Platoon Terra Guard: Jaus Valentine's Personal Guard. 25 Man Platoon. Sol Guard: Roth O'Roak's Personal Guard. 25 Man Platoon
Eagle Squad: Scout Sniper Squad. 12 Man operational force Bear Squad: Heavy Weapons Squad. 12 Man operational force Phoenix Squad: Demolitions Squad. 12 Man operational force Turtle Squad: Armor Squad. 12 Man operational force Med Squad: Medics. 12 Man Operational force Reserve Squad: Reserves. 26 Replacement operatives
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