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Elnen Randir

PostPosted: Fri Feb 02, 2007 7:49 pm


Water Dojo

Set apart from the main buildings of the academy, lies a lake located at the foot of a cliff. The lake is surrounded by dense forest and is fed by a great waterfall that flows over most of the cliff. From there the water continues on into a river that flows through the neighboring forest and eventually out to sea. On the vast lake lie several islands of various a variety of shapes, sizes, and life.

From the edge of the lake you can see a small one floor wooden structure amongst the trees on one of the smaller isles. Herein lies the location of the dojo of the element water.
PostPosted: Fri Feb 02, 2007 7:51 pm


Rules

1.) Follow the GaiaOnline TOS
2.) Follow the rules of the guild, especially no godmodding
3.) Don't learn moves instantaneously. This is an RPG so have fun with it.
4.) Be fairly descriptive in what you do.
5.) As this is a school, I encourage you to ask questions if you are confused about anything.
6.) Have a profile before you begin to RP!!!!
7.) Additional Rules to follow in the next couple of posts

Elnen Randir


Elnen Randir

PostPosted: Fri Feb 02, 2007 7:52 pm


Scrolls

1.) You are allowed 5 spell scrolls. These spells cannot be of low level. (As determined by the instructor. I have indicated in my spell listing as to which spells can be scribed as scrolls.)

2.) One of these spell scrolls can be a complete spell to be cast as soon as it is opened, as a trap, or if a spell component is applied, for example blood. All other spell scrolls are to be used for increasing the rate at which you cast a spell.

3.) You are allowed 1 scroll to hold an element material that won't be counted against the total number of spell scrolls.

4.) Before a mission you are to announce what your scrolls, if any, contain. So you must learn to prepare for missions that you are to undertake.

5.) Scrolls can be destroyed.

If a scroll is destroyed before the spell completes or the spell effect comes to an end then the spell ends.
PostPosted: Fri Feb 02, 2007 7:53 pm


Summon Spirits

When Summoning a spirit, you will need ample water in order to summon the specific spirit. It cost 1* point of energy to summon a spirit. The spirits may require a component (still not sure on this part yet). You are only allowed to have 1 spirit out at a time.

In order to control a spirit, one of your hands must be used to constantly control the spirit with one of three directives:

Offensive - Attacks target designated through your will
Defensive - Heals and Defends/Buffs you as a priority and attacks any threat to you
Passive - Follows you

If the spirit's Health or energy is reduced to 0, it can no longer retain its form and returns to a state of water depending on weather (ie ice/snow if it is cold, mist if it is extremely hot, or water if it is a moderate temperature)

Water Spirit
Strength:2
Health:2
Speed:2
Evasion:4
Accuracy:3
Spirit:2
Energy: 3
Weaknesses: Lightning
Strengths: Immune to physical, Fire
Abilities: Constant Water Vision. All water techniques except floating eye and underwater breathing. First 2 Healing techniques.

Ice Spirit
Strength:3
Health:2
Speed:4
Evasion:3
Accuracy:2
Spirit:1
Energy: 3
Weaknesses: Fire
Strengths: Immune to physical, Earth
Abilities: Constant-Cryoaura and all Ice abilities

Elnen Randir


Elnen Randir

PostPosted: Fri Feb 02, 2007 7:55 pm


Low Level Summons

To summon, you will need to sacrifice some of your own blood and drop it into ample supply of water that will serve as a medium or portal for the summoning. It will cost 2* points of energy and you are allowed to have only 1 non-spirit summon out at a time.

Dragon/Wyvern
Strength: 5
Defense: 3
Health: 4
Speed: 3
Evasion: 3
Accuracy: 4
Spirit: 3
Energy: 2
Weaknesses: Wind, Lightning
Strengths: Fire, Earth
Abilities: Basic Water Movement + density, Water Vision, Mirage, Mist Form, Improved water blast using Ice, Freeze Breath (ice holding technique/paralysis), Weapon buff, and Cryotouch. Average air and water speed.

Sea Serpent
Strength: 4
Defense: 5
Health: 4
Speed: 2
Evasion: 4
Accuracy: 4
Spirit: 2
Energy: 2
Weaknesses: Lightning
Strengths: Fire, Earth
Abilities: Basic Water Movement + density, Slow Movement/Holding Technique, Water Vision, Water Meld, Solid Clone, Improved Clone, Improved water blast using Ice, and Improved Holding Technique. Low land speed and good water speed.

Fish Hawk (Osprey)
Strength: 4
Defense: 1
Health: 2
Speed: 6
Evasion: 5
Accuracy: 5
Spirit: 2
Energy: 2
Weaknesses: Lightning
Strengths: Wind
Abilities: Create Fog, Water Vision, Mirage, Cloaking, Mist Form, Solid Clone, Improved Clone, Weapon Buff, and Cryotouch. Minimal land speed and great flight speed.

Pelican
Strength: 2
Defense: 2
Health: 3
Speed: 4
Evasion: 3
Accuracy: 3
Spirit: 5
Energy: 5
Weaknesses: Lightning
Strengths: Wind
Abilities: Basic Water Movement, Advanced Water(except: Many Arms), and Healing Techniques. Below average land speed, Average flight speed, Below average water speed. Comes into area with water in it's pouch.

Komodo Dragon
Strength: 4
Defense: 3
Health: 3
Speed: 4
Evasion: 5
Accuracy: 3
Spirit: 2
Energy: 3
Weaknesses: Lightning
Strengths: Earth
Abilities: Basic Water Movement + density manipulation, Spying, Illussions, etc. (except many arms), and Cryotouch. Good water and land speed.

Frog
Strength: 2
Defense: 2
Health: 3
Speed: 2
Evasion: 4
Accuracy: 5
Spirit: 4
Energy: 5
Weaknesses: Lightning
Strengths: Fire
Abilities: Basic Water Movement, Advanced Water, and Ice Techniques (except: Blind Technique, Cryoaura, and Cryotouch). Average Water speed and Below Average Land speed.
PostPosted: Fri Feb 02, 2007 7:56 pm


Low Level Summons Continued
Energy Cost: 2*

Turtle
Strength: 4
Defense: 5
Health: 4
Speed: 1
Evasion: 2
Accuracy: 3
Spirit: 4
Energy: 4
Weaknesses: Lightning
Strengths: Fire
Abilities: Basic Water Movement, Advanced Water (except: Many Arms), Improved water blast using Ice, Improved barrier/shaping, and Improved Clone. Good Water speed and Minimal Land speed.

Crab
Strength: 5
Defense: 4
Health: 3
Speed: 2
Evasion: 2
Accuracy: 4
Spirit: 3
Energy: 4
Weaknesses: Lightning
Strengths: Earth
Abilities: Basic Water Movement, Advanced Water (except: Floating Eye), and Ice Techniques (except: Blind Technique, Cryoaura, Cryotouch). Average Water speed and Below Average Land speed.

Polar Bear
Strength: 5
Defense: 4
Health: 6
Speed: 4
Evasion: 2
Accuracy: 2
Spirit: 2
Energy: 2
Weaknesses: Lightning
Strengths: Fire
Abilities: Water Meld, Mist Form, Many Arms, and Ice Techniques. Permanent Cryoaura on itself (harder to create liquid water). Below Average Water speed and Good land speed.

Arctic Wolf
Strength: 4
Defense: 3
Health: 3
Speed: 4
Evasion: 4
Accuracy: 3
Spirit: 3
Energy: 3
Weaknesses: Lightning
Strengths: Fire
Abilities: Floating Eye, Mirage, Water Meld, Mist Form, Solid Clone, and Ice Techniques. Permanent Cryoaura on itself (harder to create liquid water). Below Average Water speed and Good Land speed.

Snow Leopard
Strength: 4
Defense: 3
Health: 4
Speed: 4
Evasion: 4
Accuracy: 4
Spirit: 2
Energy: 2
Weaknesses: Lightning
Strengths: Earth
Abilities: Water Vision, Mirage, Water Meld, Mist Form, Cloaking, Solid Clone, Ice Techniques (except: Blind Technique). Permanent Cryoaura on itself (harder to create liquid water). Minimal Water speed and Good Land speed.

Elnen Randir


Elnen Randir

PostPosted: Fri Feb 02, 2007 7:59 pm


High Level Summons
Energy Cost: 4*

Dragon/Wyvern - TBA

Sea Serpent - TBA

Fish Hawk (Osprey) - TBA

Pelican - TBA

Komodo Dragon - TBA

Frog - TBA
PostPosted: Fri Feb 02, 2007 8:00 pm


High Level Summons Continued
Energy Cost: 4*

Turtle - TBA

Crab - TBA

Polar Bear - TBA

Arctic Wolf - TBA

Snow Leopard - TBA

Elnen Randir


Elnen Randir

PostPosted: Fri Feb 02, 2007 8:37 pm


Spells/Abilities

Basic Water Movement
Moving Water
Water Wave and Water Blast (aerial version)
Underwater Breathing
Create Fog

Advanced Water
Water Shape Manipulation
Water Barrier
Slow Movement/Holding Technique

Spying
Floating Eye - can only see in 1 direction, and only as far as your natural eye and can only go as far as 40m. Limited to 1 eye.
Water Vision
-used for clearly seeing in water 2m all around you and an additional 2m in front of you in B&W if there is no illumination
- Can be used in a fog but your vision will be blurry depending on the density of the fog
-seeing a person's chakra up to 5m away
-seeing life, and cloaked opponents up to 20m away

Illussions, etc.
Mirage - Using the property of water to manipulate light and create mirages. Useful for getting away.
Cloaking – A coat of water covers you and bends light around you
Water Meld – Meld into water to hide, or reappear somewhere else, slight strain on body
Mist Form – Body becomes mist, puts a huge strain on the user’s body
Many Arms - Like Dragonball's 4 Witches Technique but using water to clone your arms
Solid Clone – Clone technique.

Ice Techniques
Blind Technique
Improving Upon old techniques
Improved water blast using Ice.
Improved barrier/shaping + weapon buff
Improved Holding Technique and paralysis using Ice
Improved Clone - Ice Trap
Cryoaura** – An aura generated around the user that makes it easier to turn water to ice in various temperatures. Requires constant focus.
Cryotouch – A concentrated burst of cold is impaled into a target, instantly freezing a small area around point of contact.

Healing Techniques
Healing Burns and some toxins (non shadow toxins)
Redirecting Chi in order to increase the rate someone heals.-Effectively a slow healing spell
Energy Regen - Will Require a Component and Water Vision. Small AOE, User unaffected by it. More energy goes into casting the spell than energy granted to any one recipient
Chakra boost/limiter - Will Require Water Vision – spell used to inhibit the flow of chakra through the body or open up the pools of chakra (based on avatar the last airbender)
-Boosts/Debuff by only 1* of energy
-doesn't stack w/ itself

Scrollable
**can't be a full spell
PostPosted: Sat Feb 10, 2007 7:12 pm


Students

Emiko Orochi (dragontamer363)
Hayato Mishima (Kronik0147)

Other students will be posted when they return.

Elnen Randir


Elnen Randir

PostPosted: Sat Feb 17, 2007 10:29 pm


*reserved*
PostPosted: Sat Feb 17, 2007 10:29 pm


*reserved*

Elnen Randir


Elnen Randir

PostPosted: Sat Feb 24, 2007 4:59 pm


*reserved*
PostPosted: Sat Feb 24, 2007 5:05 pm


*reserved*

Elnen Randir


Elnen Randir

PostPosted: Sat Mar 10, 2007 8:27 pm


Elnen slid open the front door to the dojo and stepped onto the front porch. Taking a deep relaxing breath, he let his gaze wonder across the lake. It's been a while, but it'll be good to get started once again after the break. Though not much of a break for me as it was for the students. But, the work will pay off, especially with these new abilities... He let his mind trail off as he took a sip of his tea.
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The Catalogue (Discontinued Threads)

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