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Locked Topic
List of Classes and Class Skills
Topic Started: Jun 8 2009, 01:12 PM (77 Views)
Ryuumaru
Administrator
Physical-Type Classes
Warrior
Class Equipment: Swords, Cloth Armor, Leather Armor, Metal Armor

Skill Name: Power Slash
Requirements: Sword
Effects/Powers: A focused and full-power slash of the sword, causing extra damage.

Skill Name: Kenatsu [Fist-Pressure/Sword-Pressure]
Requirements: None
Effects/Powers: Unleashes a quick and powerful strike that unleashes a wave of air pressure, allowing for ranged combat. While the pressure can carry the sharpness of a sword, it gradually loses it's power as it travels through the air, giving it less damage then the melee attack that caused it after it travels 6-10 feet

Skill Name: Ground Wave
Requirements: Sword
Effects/Powers: The user slams the ground with their sword and unleashes a wave of energy that travels along the ground.

Skill Name: Cyclone Slash
Requirements: Sword
Effects/Powers: The user charges up energy into their sword and then spins around, unleashes an explosive energy wave in all directions for a fair distance around them, harming all within range.

Fighter
Class Equipment: Gloves, Cloth Armor

Skill Name: Quick Fists
Requirements: None
Effects/Powers: The user is quick with their hands and can punch rapidly at high speeds.

Skill Name: Quick Feet
Requirements: None
Effects/Powers: The user is quick with their feet and can move swiftly and kick rapidly at high speeds.

Skill Name: Ki Blast
Requirements: None
Effects/Powers: The user is able to fire bursts of Ki from their hands. With time and effort, they can also charge them in their hands for larger and stronger bursts.

Skill Name: Ground Smasher
Requirements: None
Effects/Powers: The user unleashes a powerful physical strike, capable of making a small earthquake if the user hits the ground. If used on a person, it is likely to scatter bones and cause great damage. However, because of the strain it puts on the user, using more then once a day can cause the person's arm to become heavily damaged and possibly beyond repair.
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Ryuumaru
Administrator
Ranged-Type Classes
Ranger
Class Equipment: Bows & Arrows, Lashing Weapons, Cloth Armor, Leather Armor

Skill Name: Power Shoot
Requirements: Bow and Arrows
Effects/Powers: Unleashes an arrow shot with maximum damage.

Skill Name: Piercing Shot
Requirements: Bow and Arrows
Effects/Powers: Unleashes an arrow shot that piercing through armor.

Skill Name: Animal Taming
Requirements: Lashing Weapon
Effects/Powers: Allows the user to control 1 Monster of Lower LVL

Skill Name: Miracle Shot
Requirements: Bow and Arrows
Effects/Powers: A shot that defies chance and is basically a shot that always assures the best possible result (without including free will). However, to use it is very draining, and thus can only be used up to 3 times a day.

Shinobi
Class Equipment: Throwing Weapons, Cloth Armor

Skill Name: Bunshin
Requirements: None
Effects/Powers: Allows the user to make illusionary copies of themselves that puff away on contact.

Skill Name: Kawarimi
Requirements: None
Effects/Powers: Allows the user to replace their position with an object of similar mass nearby.

Skill Name: Kage Bunshin
Requirements: None
Effects/Powers: Allows the user to make copies of themselves that are solid but puff away at the slightest damage.

Skill Name: Kuchiyose
Requirements: Selected Animal Contract
Effects/Powers: Allows the user to summon a creature of their selected animal. While smaller animals are easier to summon, larger and more powerful ones require a degree of skill and a lot of energy to use.
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Ryuumaru
Administrator
Magical-Type Classes
Magician
Class Equipment: Wands, Staffs, Cloth Armor, Robes

Skill Name: Magic Missile
Requirements: None
Effects/Powers: The user fires a dense burst of magical energy from their hand or weapon.

Skill Name: Elemental Magic
Requirements: Wand or Staff
Effects/Powers: The user is able to unleash the 4 basic elements; Fire, Water, Earth, and Wind. Unleashing more of an element requires more magic and more energy, and thus more powerful spells are draining. At higher LVLs, the user can combine the elements to unleash a more variety of abilities.

Skill Name: Illusionary Magic
Requirements: Wand or Staff
Effects/Powers: The user is able to create illusions. While simple illusions can be done easily, larger and more complex illusions require concentration and more energy, making it tricky to use in battle properly.

Skill Name: Transformation Magic
Requirements: Wand or Staff
Effects/Powers: The user is able to, with concentration and plenty of energy, able to alter the appearance of themself and others. The more complex and different the change is, the harder and more energy it takes to do it. Note that the transformation is only in appearance, and doesn't effect the user's strength and abilities outside of any different in size or shape. Also note that, if done to others, the target returns to normal after they are roughly (50 x your LVL) feet away from the user.

Celtic
Class Equipment: Wands, Staffs, Cloth Armor, Robes

Skill Name: Healing Magic
Requirements: None
Effects/Powers: The user can unleash the power of nature to heal the target, usually in the form of a green light from their hands or weapon. The more powerful the user, the faster and stronger the healing is.

Skill Name: Agrokinetic Magic
Requirements: Wand or Staff
Effects/Powers: The user is able to use their magic to control plant matter. This can be something as simple as making a plant rapidly grow to making plants seem to come alive and attack a person. More powerful users can even mutate plants into monstrous versions for combat, which often quickly die without the user's magic. More powerful and complex magic requires more energy and thus is more draining. The person can even manipulate stuff from plants, like paper, cotton and wood.

Skill Name: Terrakinetic Travel
Requirements: Wand or Staff
Effects/Powers: The user is able to travel through soil, stone, rock or earth of any kind in an almost teleportation-like fashion, fusing into it and then 'regrowing' out of another connected patch of earth at another location. Only very skilled high-lever users of this can travel through metal in this fashion, and even then, it's extremely difficult. The user can't travel no more then (50 x your LVL) yards this way.

Skill Name: Revival Magic
Requirements: Wand or Staff
Effects/Powers: The user is able to revive a person that has died less then 24 hours ago (Real Life time)
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Ryuumaru
Administrator
Space-Type Classes
Tech-Knight
Class Equipment: Tech-Blades, Tech-Armor

Skill Name: Power Strike
Requirements: Tech-Blade
Effects/Powers: A focused and full-power slash that deals maximum damage.

Skill Name: Energy Wave
Requirements: Tech-Blade
Effects/Powers: The user is able to unleash energy waves from the slashes of their sword, the wave taking on a crescent moon-like shape as it follows the curve of the slash, the energy wave being simply a weaker ranged version of the melee attack that made it.

Skill Name: Terra Wave
Requirements: Tech-Blade
Effects/Powers: The user slams the ground with their sword and unleashes a powerful energy wave that travels along the ground.

Skill Name: Cyclone Wave
Requirements: Tech-Blade
Effects/Powers: The user charges up energy in their weapon and then spins it around them, unleashing an explosive energy wave in all directions.

Mech-Fighter
Class Equipment: Tech-Suits

Skill Name: Sonic Fists
Requirements: Tech-Suit
Effects/Powers: The arms and hands of the Tech-Suit are able to move at super-fast speeds, because of the computerized motors and the direct hook-up to the wearer's brain.

Skill Name: Sonic Feet
Requirements: Tech-Suit
Effects/Powers: The legs and feet of the Tech-Suit are able to move at super-fast speeds, because of the computerized motors and the direct hook-up to the wearer's brain.

Skill Name: Energy Blasts
Requirements: Tech-Suit
Effects/Powers: The user is able to fire energy blasts from the palms of their tech-suit.

Skill Name: Quake Strike
Requirements: Tech-Suit
Effects/Powers: Using the super strength of the Tech-Suit, the user unleashes a bone-crushing earth-quaking blow. It's so powerful that it's too powerful for the suit's own good, and can damage the suit if used more then once between repairs.

Raygunner
Class Equipment: Tech-Guns, Tech-Armor

Skill Name: Focused Blast
Requirements: Tech-Gun
Effects/Powers: The user fires their gun at full-power for maximum damage.

Skill Name: Elemental Add-ons
Requirements: Tech-Gun
Effects/Powers: The Raygunner is given various add-ons for their Tech-Gun that add elemenetal properties to the gun's blasts. The Fire Add-on turns the Tech-Gun into a heat ray, able to unleash bursts and beams of pure heat energy. The Water Add-on turns the Tech-Gun into a freeze ray, able to unleash bursts and beams of anti-heat energy. The Earth Add-on turns the Tech-Gun into an Ion Cannon, able to unleash blasts of ionic energy who's force makes most armors useless. The Wind Add-on turns the Tech-Gun into a Electric Cannon, able to unleash bolts of electricity.

Skill Name: Hologram Generator
Requirements: None
Effects/Powers: More skilled Raygunners are given a portable Hologram Generator which allows them to make realistic, possibly even interactivite holograms. However, because they are only holograms, they aren't much different from a magical illusion.

Skill Name: Probability Shot
Requirements: Tech-Gun
Effects/Powers: Master Raygunners are able to make shots that seem impossible. When it comes down to a single shot, they use this ability to make sure they have the best odds; Probability Manipulation. Yes, they are able to manipulate their shot and reality to a degree that allows their shot to follow a selected possibility. However, the more difficult and less likely the shot is, the harder and more draining this ability is, so they rarely use it more then once or twice a day, if that.

Medic
Class Equipment: Tech-Wands, Tech-Armor

Skill Name: Healing Touch
Requirements: Tech-Wand
Effects/Powers: The Tech-Wands are able to unleash an energy that helps speed up the natural healing process and dissolve away harmful chemicals.

Skill Name: Medical Knowedge
Requirements: None
Effects/Powers: Medics are well-versed in all the different diseases, illnesses, and medical conditions of the universe, as well as how to teach them and/or cure them, and what chemicals are found in what plants and such, making them great healers even without their wands.

Skill Name: Poison Powders
Requirements: None
Effects/Powers: In addition to knowing how to make all kinds of cures, they know how to make all kinds of poisons too. Using this knowedge and with the right chemicals on hand, they can literally make poisons capable of doing... anything.

Skill Name: Body Manipulation
Requirements: Tech-Wand
Effects/Powers: Using their vast medical knowedge, Medics can use their wands to manipulate the bodies of others. They can shrink 'em, make them grow, and even change their bodies to resemble other creatures. However, because that only the best healers know how to do this, they rarely use this skill without a reason. Also, it's found that healing magic can reverse the effects of their body manipulation.
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Ryuumaru
Administrator
Misc-Type Classes
This series of classes is basically the 'other' category, with the classes that don't really work for any other of the groupings. While the classes here often lack special equipment, they are often powerful in their own way. Note that you need Staff Permission to use any of these classes unless stated otherwise.

Meta-Human
This basically refers to a Human with special powers. However, each human has their own unique powers, and so all Meta-Humans get to make their own skills. If you wanna know what kind of stuff you can do, look to X-men, Justice League, or maybe even Dragon Ball, for ideas.

Required Race: Human
Class Equipment: Cloth Armor

Skill Name: Meta-Power 1
Requirements: ???
Effects/Powers: ???

Skill Name: Meta-Power 2
Requirements: ???
Effects/Powers: ???

Skill Name: Meta-Power 3
Requirements: ???
Effects/Powers: ???

Skill Name: Meta-Power 4
Requirements: ???
Effects/Powers: ???
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