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Posted: Thu Aug 31, 2006 11:18 am
Ok, this thread is for masters to summarize their element as best as possible. Here's a couple small mini things about it:
-I don't care which master explains it so if you want to decide before hand with what you want to say that'd be great. But if you want to have more than one master to explain it that's fine too (just keep in mind new members will be reading this, so too much reading might not attract them to your element!)
-The second post will have all the masters' summaries in one. There are 3 ways to get your summary on that list. 1. PM it to me so i can put it in there 2. Edit it in there yourself 3. Post it in this thread
-Based on that I would like no posts in this thread other then those until the list has at least one sentence in each element.
Ok thanks! I hope this helps any new members decide!
Blizz: I MADE THIS THREAD A NORMAL ONE FOR A REASON! Move it back up and there will be consequenses! *is not in a good mood*** scream
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Posted: Thu Aug 31, 2006 11:19 am
Fire:*edited by Suiori*
Fire isn't like the other elements. Fire will grow and live on without the elementalist, it will move and destory all in its path; but it isn't purely destruction. It can also be the cause of rebirth (recall the phoenix) in for example forests by allowing a new generation of life to emerge out the seeds of fallen trees like it did in the great Yellowstone Fire (date forgotten). Fire, like a cat has a life of it's own
Fire is heat, Fire is pure energy unleashed. Fire is raw power.
Water: Water is many things. It can be used to dodge, attack, defend, and cleanse. It is an element that requires good mental training and is for those that can be mentally flexable. Even if it's your style to go all out, this element may change that flight path to be more all around and strategic. ((this is a tough element so why its mostly assosiated with girls is beyond me)) Also, the training to become a master is different then the others, also dealing with flexability. I'm refering to everyone's porsonal style. Yes i mentoned it earlier that it may change but that doesn't mean you can specialize in that area of battle. Also it is to be warned that water doesn't just heal on contact. You have to know how to clean the wound and any internal damage and such. Also no god-mod helaing yourself. If you get shot you cant just hold your wound for a second and be fine the next. On a last note, Water is one of the most powerful elements. ((no dont use this as an excuse to look cool)) It has been known to have advantages over things more then weaknesses. Plus water is one of the three essences of life so it's important. Last bidding to the reader is that its very easy to god-mod with water so try to resist as much as possible.
Forest: The Forest Element is a very tough element to deal with but ultimately rewarding. It is training of body mind and soul to be in tuned with nature. When an apprentice you will be able to become as swift as a plant and absorb light to make you stornger. You can also be able to create defenses using anything in the forest. You wil aslo be able to use vines and thorns as weapons. Control over a whole forest is for advanced apprentices.
Light: *edited by kaenmikoto: while detailed and deep, i found the old description to be a tad TOO deep, and not as eye catching as i would hope... no offense to Queeni... wrote it. >.> (but much thanks to her for writing one in my absense, especially since she rarely shows her elemental expertise) so i changed it! ^.^
Light is an interesting element. it is both extremely difficult and beyond easy. you can either be extremely novice at manipulating light particles, or you can be extremely creative and ingenious (Sp?) at it. But what i think is fun is building UP to that high level.
the reason light is difficult to control is because it is very much an imaginary element. one cannot "feel" light, unlike earth, water, fire, etc. but because of this, it opens up infinite doors to creating imaginative light attacks and defenses. so if you do choose the light element, (which i highly recomend =3) be prepared to use your creativity and logic to rp at a high skill level, for light is indeed, a challenging element.
the easy way to rp with light is to use concentrated beams of light, ie particle beams, light shields, photon explosions, etc. but these are all basically using one form of light, which leads to novice and repetitive rp's. (although they are good fall back moves)
the fun and difficult part of the light element is stretching your imagination. for example, one could "enforce" their feet with light to reduce friction with the ground, allowing them to move at incredible speeds. or one could make use of mirrors. or one can use illusions by bending the light rays, creating images visible to those targeted.
these are just a couple samples of possible light rp moves. you can expect a lot more of that when/ if you join the light element. so do it!
Dark:
Wind: The Air Element is a very wide topic, Elemental wise. The powers, which include the control over all (atoms, molecules, yada of) air in the world, that reside in it are nearly limitless. However, as Apprentices, keep in mind that powers are always limited. You may start out by just feeling naturally in sync with the wind, therefore being able to feel the direction of it's gusts, or incoming storms. Or, natural battlers may start out with the basic abilities of moving the Air, which can be used to pick up small objects, snuff out candles, and other small actions.
As one grows stronger, actual flight is attained; Keep in mind that being able to control the wind enough to keep your own heavy body afloat without losing concentration, thus crashing into random trees, might be a bit difficult. The wind may be able to even communicate its thoughts, which give you better control. Stronger attacks pursue the Apprentices' minds, as the more powerful and faster wind is utilized. At this point, one may be able to pull trees from their roots, create compressed balls of air, and soar through the air.
When Master position has been achieved, the powers that are attained are limitless. Flight is easily accessible, communication with the wind is naturally felt, and control over the wind in general is superb; These are abilities of a Master. Tornadoes? A bit tiresome, but useful as an exemplary showing of our powers. Snuffing out the oxygen from a Fire? At times, God-modding, but useful, as well.
The Wind and Air Element is a free one that can be used in many creative ways. Some abilities created may be unheard of, but still practical.
"THE SOUTH-WIND brings Life, sunshine, and desire, And on every mount and meadow Breathes aromatic fire..." Ralph Waldo Emerson.
Remember, the Wind also brings Power.
Electricity: As Thunder Elementalists you control electrons [not atoms!] and the way they flow or form. As apprentices, you'll be able to concentrate electrical energy within your bodies, making you faster, stronger, and tougher than before. Not too apt in defense, a Thunder Elemental's true power shows when they go on offensive. A basic fighting style is to use a combination of physical and electrical attacks for short range and to launch lightning bolts for long range battles. As you progress, you can create electric and magnetic fields and and you'll find it easier to summon and utilize larger amounts of electricity, giving you the chance to experiment with different techniques.
Once the rank of Master had been attained, you'll be able to control obscene amounts of electricity. You can summon electrical storms and powerful electrical avatars such as a lightning dragon or beasts of a similar nature with little effort. Keep in mind that electricty is one of the three physical forms of energy [the others being light and fire], making it a force to be reckoned with.
Earth:Earth
The Earth element is a tad different to what you might have seen elsewhere; In many other places Earth refers to all things natural and so on, however in Elements Realm much of that is taken up by the Plant (or Forest, as it is now called) element. So you couldn't go and wrap an opponent in vines, get a lift up from a tree or anything along those lines.
What you can do however, is manipulate the stonework, sand and clay, along with many other things you'd normally find underground, as well as giving you access to some of the natural movements of the earth; Earthquakes, landslides and so on. Of course, all this is limited by your character's abilities, so don't go knocking over Earth HQ with an earthquake as soon as take an apprenticeship (or not unless you're in a very poorly constructed room...).
Of course, the things mentioned here are only a very basic outline, and there are many other things you can do; as long as you can explain the reasoning behind the ability, and it's not ridiculously powerful, you can do it. So good luck to all newcomers wishing to join the Earth element, and to everyone else who intends joining the guild! -Aquain
Volcano: Volcano is a mixture of the fire and dark elements. Some of the attacks can be pulled from these two elements, but we highly advise that you create and use original attacks closer to the name and aspect of the element. Also you have to be careful not to go into another element's territory too far or the attack is void.
Volcano can use molten rock; it can manipulate the earth's mantle since we can control lava flow (don't go crazy, but a bit is allowed). You can melt the earth around you, but you still are held by physical bounds (the farther away from you it is, the harder it is to melt, etc. ).
The younger an apprentice you are, the lest control you have over your element and the closer objects need to be to manipulate. With your experience, obviously, your control and range grows. Only masters can make Volcanoes erupt, but apprentices can pull small amounts of lava and gas through the vents of the volcano. Like the light element, reading is advised to complete beginners.
Ice: In the ice element you have basic control over ice. You can create weapons to attack and sheilds to protect you. With practice you will be able to make more advanced weapons. You can shoot beams of ice, and snowballs if you really want to. With even more practice you can create mini blizzards.
Phantom:The Phantom Element is unique; composed of both light and dark, this makes us susceptible to both of those aforementioned elements because Light's weakness is Dark, and Dark's weakness is Light. As far as our relationship with Light and Dark goes, we are both, and we are neither. We are the shade of grey in between the two; the delicate balance on the border; we keep the harmony and balance. Using half Light and half Dark, we get a new Element, Phantom, which is its own substance- imagine paints. If you were to mix the red and the blue paint, you would not end up with red on one side, and blue on the other; you have a new colour. In the case of the Phantom element, mixing Light and Darkness yields something new, too. Like all other fusion-elements, we are not stronger, nor weaker than other elementals, but equal. Phantom Energy manifests itself as a silvery-grey energy that can be manipulated into shapes, and, later on, help to transport the user, create the illusion of having taken on a new shape, and help in battle, but it will take some creativity and imagination to truly harness this Element and discover its true nature.
Swamp is the control of the dark aspects of the forest element. They can control all the plants native to the swamp, and can also if they need to kill the plants around them to get something they can use. They do not have direct control over the Forest Elements plants, but the forest element can, if they put a lot of power into, stop an attack from a swamp master. This is very hard to do, and even some Forest masters can’t do it. The swamp element can kill the forest elements plants in one of two ways. They can either use existing poisonous plants or use the poison to kill it, or they can draw in dark energy and kill the plant with the dark energy. This takes a lot of power, and only high level apprentices can do it, or masters.
The Swamp element can also control the dead and decaying plant and animal matter that is found there. They cannot control the water that it is found in, but the matter itself.
The swamp element draws its power from the darkness, while the Forest draws it from the light.
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Posted: Thu Aug 31, 2006 11:49 am
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Posted: Fri Sep 01, 2006 1:08 pm
Lightning. Electricity. As Thunder Elementalists you control electrons [not atoms!] and the way they flow or form. As apprentices, you'll be able to concentrate electrical energy within your bodies, making you faster, stronger, and tougher than before. Not too apt in defense, a Thunder Elemental's true power shows when they go on offensive. A basic fighting style is to use a combination of physical and electrical attacks for short range and to launch lightning bolts for long range battles. As you progress, you can create electric and magnetic fields and and you'll find it easier to summon and utilize larger amounts of electricity, giving you the chance to experiment with different techniques.
Once the rank of Master had been attained, you'll be able to control obscene amounts of electricity. You can summon electrical storms and powerful electrical avatars such as a lightning dragon or beasts of a similar nature with little effort. Keep in mind that electricty is one of the three physical forms of energy [the others being light and fire], making it a force to be reckoned with.
-------------
-I'm glad my idea didn't go unnoticed. Kudos to you, Rouge, for making this thread.
-My desc. was going to be way longer than this, but I shortened it to fit the tastes of people who don't like to read too much. I might decide to edit it later on. Electricity is fairly easy to use, but the knowledge of the actual subject makes it easier to get creative.
-Maybe we could post the summaries here first, then peer edit them together as masters. Afterwards, these descriptions could go places like the first post of subforums or the Welcome Announcement.
- SPLEE!!
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Posted: Sat Sep 02, 2006 10:02 am
(( I'll go ahead and make it for us, Gler. Add to it if you want, post any edits you want, post anything you wanna argue against, but do NOT delete/edit out of my edition, or get crazy mad and go scream scream on me, if you don't like what I've said. ))
The Air Element is a very wide topic, Elemental wise. The powers, which include the control over all (atoms, molecules, yada of) air in the world, that reside in it are nearly limitless. However, as Apprentices, keep in mind that powers are always limited. You may start out by just feeling naturally in sync with the wind, therefore being able to feel the direction of it's gusts, or incoming storms. Or, natural battlers may start out with the basic abilities of moving the Air, which can be used to pick up small objects, snuff out candles, and other small actions.
As one grows stronger, actual flight is attained; Keep in mind that being able to control the wind enough to keep your own heavy body afloat without losing concentration, thus crashing into random trees, might be a bit difficult. The wind may be able to even communicate its thoughts, which give you better control. Stronger attacks pursue the Apprentices' minds, as the more powerful and faster wind is utilized. At this point, one may be able to pull trees from their roots, create compressed balls of air, and soar through the air.
When Master position has been achieved, the powers that are attained are limitless. Flight is easily accessible, communication with the wind is naturally felt, and control over the wind in general is superb; These are abilities of a Master. Tornadoes? A bit tiresome, but useful as an exemplary showing of our powers. Snuffing out the oxygen from a Fire? At times, God-modding, but useful, as well.
The Wind and Air Element is a free one that can be used in many creative ways. Some abilities created may be unheard of, but still practical.
"THE SOUTH-WIND brings Life, sunshine, and desire, And on every mount and meadow Breathes aromatic fire..." Ralph Waldo Emerson.
Remember, the Wind also brings Power.
-edit-
Maybe I should make it shorter, like Darkshock. ^^; I always get carried away in things like this. Woohoo. I lovee the quote that I found, though!! Whooohoo for Wind Quotes! Anyhow. Edit, edit~~
/-edit-
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Posted: Sun Sep 03, 2006 9:58 am
Seeing as there is no fire master to do this job and I am one of the few fire members left I shall explain the powers of fire elementals:
The power to control fire useing in any way shape or form you can think of. A true master might be able to use fire on a piece of coal, to get dimand, or maybe you could forge your own wepons, that is some powers you may be able to use. Please keep in mind that ONLY MASTERS can completely control fire in anyway they like. Controling fire takes alot of energy and power so make sure you make an rp caractor that can actualy fight with a sword or wepon when they run out of magic juices. Mages might be able to control fire well, while warroirs like myself must begin with basic spells and work their way up.
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Gabriel Lord of Flame Crew
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Posted: Fri Sep 15, 2006 7:35 pm
Water Rogue, why don't you paraphrase/copy the little explanation Walk created in the Water thread and paste it here for water.
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Posted: Tue Sep 26, 2006 3:33 pm
well i need walk's permission silly
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Posted: Mon Nov 13, 2006 7:00 pm
OK, I think I'm a master, if not...you can at least use this for swamp until you get a master who can change it if they want to.
Swamp is the control of the dark aspects of the forest element. They can control all the plants native to the swamp, and can also if they need to kill the plants around them to get something they can use. They do not have direct control over the Forest Elements plants, but the forest element can, if they put a lot of power into, stop an attack from a swamp master. This is very hard to do, and even some Forest masters can’t do it. The swamp element can kill the forest elements plants in one of two ways. They can either use existing poisonous plants or use the poison to kill it, or they can draw in dark energy and kill the plant with the dark energy. This takes a lot of power, and only high level apprentices can do it, or masters.
The Swamp element can also control the dead and decaying plant and animal matter that is found there. They cannot control the water that it is found in, but the matter itself.
The swamp element draws its power from the darkness, while the Forest draws it from the light.
((Ok, if anyone disagrees with somthing, or thinks i left somthing out, PM me and ill think about it.))
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Posted: Wed Dec 27, 2006 12:28 pm
.... im sorry if my editing wasn't a good idea.... but i kinda wanted to change what purest wrote because there were a lot of things i saw that didn't really seem right.
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Posted: Wed Dec 27, 2006 1:30 pm
A little comment on the Fire description: Burning a forest down really isn't that difficult of a a task unless you're controlling the entire blaze or have someone acting against you; one of the assets of fire is the fact that if it has fuel you don't have to maintain it, allowing you to simply guide it.
I apologize if that was out of line as I'm neither a master or of the Fire element but I felt that it needed to be said. sweatdrop
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Posted: Thu Dec 28, 2006 10:20 am
thnx, ive given another example, is that better?
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QueenOfPuzzles Vice Captain
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Posted: Tue Jan 09, 2007 10:52 am
,.-~:* Light*:~-.,
Light is generally what it sounds like; the manipulation of particles of light into useful entities to be wielded by apprentices and masters of the element. Light is particularly challanging because it is not as easy to effectively use as certain other elements, such as fire or water, which are observed far more often and clearly in the world both as mere matter and as destructive force. Members of the light element must stretch their minds to move past mere beams of light as attacks.
However, one thing most elementalists do not often use is the peripheral effects of their chosen powers; it is really in this that most light users must practice because repetitively using highly focused beams will only get one so far (and will most likely reduce your credibility and intrest as an RP'r).
I do not suggest this element to people that do not define themselves as creative or engaging thinkers. This element will take work to even basically manipulate, and will far harder then you probably believe to "master". As I keep stressing, it is not easy to think up attacks or defenses using merely light. If you look for a challenge, then this is a good element, but if you're not seasoned at RPing or are easily frustrated, choose another element. Be prepared to have logical explanations for your attacks. Reasearch is suggested to adequeatly prepare yourself for battle and tournament RPing.
I do not put down how far a master can go nor how far an apprentice can go. It will be evident whether you are a master or novice from your presentation. Best of luck to all who use this, because you may be needing it. Whoever is designated as master of the element may change the master/apprentice definition (or rather, add one) if they so choose. My advice is the master of the element devise reports for their followers to write so that they develop better understanding and equipment of knowledge to help fuel ideas and strategies.
Members of this element may or may not be able to dip into other fields based on amount of supporting factual evidence, claims, or aguments. Example A: Creating a flood. <- This will not fly and you will get yelled at. >.X !!!!! Example B: Concentrating light to evoke a heated response, rapidly evaporating water and removing all possible light from an area to aid a rapid cooling of said water, producing a massive level of heavy condensation at one time to evoke the response of a flood. (<- This would probably fly, because light is being used to develop the attack and you're not really controlling the water's actions because it's following the established water cycle. Warning: A water or ice master can still redirect the flow of the water or freeze it, etc. These are not fool proof, but it is an example of something you might be able to do.)
All descriptions subject to change when a new master is chosen.
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