|
|
|
|
|
|
Posted: Sat Feb 15, 2014 1:01 am
All of the Elemental Skills. Remember that your character can only have one unless your bloodline/class say otherwise. 
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Feb 15, 2014 1:04 am
Air/Wind Element

Air is the element of freedom. It’s the most defensive of the Elemental arts. Though apparently lacking fatal finishing moves, it is the most dynamic of all the Elements.
• Air Suction E A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.
• Air Punch/Kick E Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
• Air Funnel D Requires: Air Suction An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.
• Air Shield D (Energy usage is equivalent to the rank of your enemy's attack) The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.
This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.
• Gliding D They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.
• Air Spout D (lasts two posts, costs 10 energy per post beyond the first two) Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground.
• Gust D The user will release a gust of air rapidly from their body, which knocks away weak enough enemies. Anything with a strength rating of over 6 can withstand the blast.
• Drift D Requires: Featherweight A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.
• Great Breath D-A By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that is not rooted or firmly planted on the ground. The amount increases with each rank.
• Featherweight C By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.
• Air weapons C The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.
• Enhanced Speed/Jump C Requires Adept rank The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.
• Air Blast C-S Requires: Air Punch/Kick A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force. At C-rank the force of the blow is akin to being tackled by a burly being. At S-rank the blast will destroy things on impact and easily break the bones of a person.
• Air Swipe B (May be used as a D ranked) Requires: Air Shield and Air Blast The air swipe is a dual defensive and offensive technique in which the user conjures a crescent-moon shaped construct of solidified air capable of deflecting colossal projectiles and sending them off-course. This may be used as a wider Air Punch or Kick or even a wide Air Blast. This force however strong is still blunt.
• Burst Step B An advanced gap closer that relies on the user's air magic to thrust themselves forward in a sudden, massive burst of speed. The user gains a temporary +3 boost to the their speed, which only lasts for a single action, and can only be used for linear movement. There is a 1 post cool-down on Burst Step.
• Air Vortex B Requires: Air funnel A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense since it will deflect and repel any objects or even people and can even throw them back at an opponent. If it does not weigh more than an elephant you may toss it back.
• Air Concussion A Requires: Air Blast, Master Rank The Air Concussion is a highly destructive move in which the user forces an extremely powerful compact blast of air. On impact this would fracture bones or easily break something.
• Air Blades A This involves a focus slicing air current that can cut through stone or timber with relative ease. By using slashing motions the user can create a more focused and precise air movement. This move could prove fatal if used on an individual as it slices clean through materials and beings.
• Air Barrier S Requires: Air Shield This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions. Only sharpened rocks Lightning or ice can break through this. It may catch fire.
The rest must be attained via Quests.
• Sustained Flight S Requires: Gliding By focusing streams of air beneath you you are capable of using this for flight. This flight varies in speed but only to the top speed of your running.
• Distilled Air S The user can use this skill to literally distill the air, making any attacks of the Wind Element useless because he can just make the air settle down. It even makes flying creatures descend.
• Tornado S Requires: Air Vortex You create a powerful chaotic tornado. This tornado can easily deflect most other elemental attacks and may provide as your shield. Offensively however this can hit the person with the blunt force of a bus, trap them or send flying shards of wood, rock, metal and etc.
• Breakthrough S Any sort of physical projectile tossed at the user is rendered useless in a giant blast of air. This knocks them back in the direction they came from with an unearthly precision. Even energy charged physical projectiles will be knocked away unless they are of a higher rank.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Feb 15, 2014 1:07 am
Earth Element

Earth is the element of stability. This element is only limited by the amount of earth around it.
• Earth & Stone Levitation E (Energy usage depends on size of rock) The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.
E= Up to melon sized D= 5 foot cube C= dining table B= Car sized A= Bus Sized S= 3 story house.
• Rock shield D A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Rock Hanging D By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.
• Earth Trap D Requires Novice level A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
• Hephaestus's Forge C Requires: Adept The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.
• Rock Slide C Requires: Earth & Stone Levitation If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.
• Rock Armor C Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.
• Vibration Sensory C Must be at least Novice level A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.
• S-Zone C Must know Vibration Sensory, must be at least Adept rank A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.
• Earth Column C Requires Earth & Stone Levitation A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.
• Dust Cloud C By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.
• Dust Shield C A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.
• Dust Storm B Requires Dust Cloud A stronger and more effective version of Dust Cloud. The user sends powerful vibrations through the earth kicking up a large column of dust, creating a thick cloud in the area. The cloud is thick to where its difficult to see through it, as the air is making the cloud churn like a storm. Visibility is restrict to 10ft, and if the mouth and nose isn't covered, as well as your eyes dust will get in them and cause problems. (its not too hard to think what it does). The cloud remains airborne for ten minutes (posts) before it settles back down. Only certain skills and material can render the dust storm harmless.
• Earth Wall B Requires: Earth shield You can create walls of earth, which can be used for both defense and offense, and practical things, like construction. Originally the size of the wall would be a City block and three meters thick. You may use more energy making it A ranked and it will be the same size but five meters thick but that’s its limit.
• Stone Trapping B Must know Earth Trapping, must be at least Adept Rank A stronger version of the earth trapping skill. Earth moves around the target's feet and hardens on a high magnitude trapping the target. To break free, the target must have a strength of 9 and above. That or a C rank water skill and/or a powerful explosive (use at your own caution). However, with an additional D rank energy the stone can imprison up to the legs of the target seriously restricting movement. If the target is lying on the ground, this can close around their arms as well. A master rank can use this to completely encase a downed target.
• Earth line B Requires Earth Column As an offensive attack you may create a line of twisted columns and propel it forward. These will be pointed at the tip thus creating a better chance of impaling the enemy.
• Earth Compression B It is possible for the user to compress large chunks of rock into smaller, denser chunks, or to compress several smaller chunks into one big piece of rock.
Fissure creation B Requires at least Adept rank Striking the ground with feet, fists, or hammers creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpture a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. More advanced user can make very narrow fissures for precise attacks.
• Quicksand B By turning the ground to quicksand to immobilize an enemy, or catapult into the air and soften the earth to ensure a safe landing. They can also do the reverse of this, compacting sand together to create harder projectiles or a firmer grip on the ground.
• Earth Sinking A Requires at least Master Rank More advanced users can forcibly sink their opponents into the ground, imprisoning them or even suffocating them in earth.
The following can only be learned by masters and achieved through quests.
• Earth Wave S Requires Earth Line and Earth Wall This creates a wave of earth that the user rides on and uses as a form of transportation. Alternatively this wave of earth may also be use to slam into people. It has a devastatingly high level of destruction.
Clay Hands S One, or two giant earthen hands rise from the ground, fulfilling the users wishes. Whether this is crushing someone, or holding a roof up. These earth hands can be made to stay up by hardening them, which costs a bit of energy (B), or can be left alone to crumble after use. They're twice as strong as the user, and can only be destroyed with an A rank attack. If they are hardened, it takes several (5) A ranked attacks to break them.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Feb 15, 2014 1:08 am
Water Element
 Water is the element of change. Quite obviously this is a very fluid element and has lots of fluid body motions. Your defense is your offense.
• Streaming Water E Prerequisite for every following spell It is a move that draws water from a source, that water is moved by elementalists around their bodies.
• Water Spout D (costs 10 energy per post beyond the 2nd) By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.
• Water Whips D This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.
D= Meter long; blunt C= 3 meters; blunt B= Two 3 meters; sharp as a knife A= 5 meters; sharp as a sword S= Two 7 meters; long ones sharp as a sword.
• Water shields C Requires Water Whips Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.
C= You just make a shield B= It will bend around the impact if its blunt trapping that thing that impacted. A= Creates a compressed wall that can take Sword attacks up to B rank S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.
• Water Jet C Requires Water whips High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.
• Wave C By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.
C= Three feet high B= Meter high A= Two meters high S= One and a half stories high.
• Bubble C Must be at least Adept rank When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.
Water cloak C Must be at least Adept Rank: An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.
• Mist C A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.
• Water Blade B Must be at least Adept rank By compressing and thinning a s stream of water you sharpen it to a point that it can easily cut through steel.
THE ICE SKILLS ARE FOR ADEPTS ONLY • Water Transformation D Must be at least Master rank You change the state of the water around you into any of the three basic states Solid liquid or gas. This can vary from large quantities which would cost an B or regular quantities of water/snow/ice/vapor.
• Ice Barrage D Elementalists can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but all very thin. As the name implies this is done with lots of razor sharp disc at a time a maximum of 30.
• Ice Spikes C Elementalists can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.
• Ice Claws C A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. A water user can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Also assumed that they can make ice gloves
• Ice Floor C With a sufficient amount of water a master can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing the elementalist to slide around.
• Ice Dome B An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.
• Ice artist A Being a great ice maker or, ice sculptor, you make move the water in the right place before you freeze it. You can make almost about anything with the imagination in your head to bring it out. For example, you can make images of people, animals, and even objects like a cage to possibly to trap your enemies.
Ice Bow Skills
Freezing Shot D A simple trick with an Ice Arrow, the user channels their energy into the frozen bow and Arrow. An aura of ice can be seen on the nocked arrow as the user shoots it without a moment's notice. The shot, so focused with the cold energy, freezes whatever it touches in a 3 ft Radius.
4th Shot D The user nocks up to three arrows onto their icy bow string, pulling them back as the user takes aim. The user releases all arrows as they fly by the enemy, leaving a chilly fog in their trace, masking the user's appearance. A single arrow will be shot amongst the fog, turning the fog into snow and collecting the snow itself. In a matter of moments the arrow turns into a large bowling ball of snow, heading at the body of the foe.
Shattering Shot & Swing C The user shots an apparent broken arrow towards the foe, the ice already prepped to break on impact. The shot itself is a made to mark the opponent as the Bow becomes broken as well. The arrow turns into dusts of snow as the user charges at the opponent, the bow guiding them as they try to slam the bow into the opponent's body. Upon contact, the bow will shatter into crystals(E-damage to the user) and scatter them at the impact area and the user.
Ice Spear Skills
Ice Flower Throw C A special type of throw technique only relatable to the Ice Spear itself. The user can give this technique a small form of a spin, like a windmill and throw it, or throw it straight. In any way the spear is thrown, on impact, the Ice Spear will create a frozen spike on the surface of what it hits along with creating a frozen spot in 5ft diameter.
Ice Flower Thrust B The user creates their trident spear and dash forward with it aimed forward at their side. The user then thrusts the spear out before them towards the opponent as various other spearheads appeared around the main spear. Each spearhead causes C rank damage, totally up to five C rank strikes. The specialty about this technique, is that the spear heads can appear whenever the user wants and shoot forward as the user is still thrusting.
Frozen Spear Strike B The user spawns in their spear, it's white glow of ice having vanished as it seems more packed than before. If charged with B energy, the user can thrust out with it towards the opponent with a single thrust. Whatever it connects with will be quickly chilled down to numbness.
Ice Blade Techniques Ice Formation: Δ B The user creates a very light, but durably strong, longsword or Rapier and slash before them twice. Even if the strikes hit, or whiff, the user will dismiss their weapon, summoning it again into their non-dominant hand, and slashing one last time as a surprise. It helps in catching aggressive opponents off guard from the surprise strike.
Ice Formation: ζζ B The user crouches, dodging any kid of horizontal attack(Aside from the obvious), keeping themselves down low. They soon create a large greatsword, striking upwards against the attacking opponent, lifting the foe up in the strike. If the opponent is sent up, the user slams the frozen greatsword down at the opponent, breaking the greatsword on impact, but not only sending them flying, but releasing a storm of ice shards at the opponent.
ce Formation: Ξ A The user stabs forward with their right hand, an Ice blade spawning on their hand as it creates a chill effect. If the first strike connects, the opponent will be slowed down dramatically by 3 points. The user then strikes the foe with their left hand ice blade as it spawns on their left hand. Afterwards, the user thrusts both of their hands towards the foe, both of the ice blades creating a darker chill, slowing the opponent down by another point of speed.
ce Formation: Dark Solstice A The user coats their entire arms in A ranked filled pure ice, shaped in a blade, acting both offensively and defensively. The user's hands can still move inside of the ice, meaning that the ice will be bending to the user's will and body. The arms of ice blades deal A rank damage and last for 4 posts. They can be broken sooner if the user breaks their ice by striking a much stronger ice technique, or if they are melted by A rank flame techniques.
Ice Mace Skills Mace Head Skill: Shatter Striker B The user summons up a large head of the mace, usually ranging in size from 3 to 4 feet diameter completely spiked over on the outside. The user strikes the ice several times, breaking the ice ball into 5 large spikes each strike(three times). All of the large spikes are a foot long and are 6 inches in diameter for the base of the spike cones. The first strike sends the spike out in a star point formation, the second strike sends them out in a straight row, the final strike sends the last set of shards out in a full line(One after another).
Ice Mace Crusher A The user summons a large Mace handle into their hands, creating the large Mace head as normal. They raise the mace up and slam it down onto the ground, slamming any enemies underneath it into the ground as well as causing shatter freeze. This causes additional damage onto any opponent's unfortunate to be caught underneath the heavy ice mace head. This is an Area of Effect Technique and can cause severe damage to the user.
Base Ice Skills
Frozen Presence (Basic) E The user's mere presence can make ice form wherever they step, because of this, they can use E rank energy to enhance the output of their frozen aura. For the next three posts, the user freezes the ground in a 3ft radius around the user, with the frozen ground lasting for two posts unless melted.
Ice Needle E A simple trick as the user summons a small shard of ice into their hand, hurling it at the opponent. This pierces through wood as if it didn't exist, but it breaks on impact with any sort of metal. Can be used three times in a row with a single E energy output.
Ice Shield (Base) D A basic trick of the ice user, they summon up a circle of Ice to the main forearm of the user. Using this trick, they summon a buckler, large enough to stretch from their wrist to their elbow for the size. This skill lasts for 4 posts so long as it is intact and can be used for Shield Skills, adding a D rank bonus to the rank damage.
Ice Spike (Underground) D The user breaks the ground that the ice the user casts has frozen. With this, they summon up spikes out of the ground, completely frozen as it reaches up to 4 feet high. This has a high chance of impaling a downed enemy if they remain on the ground.
Ice Cannon Fists (v1) C The user covers their hands while curling them up into fists as small spikes begin to cover the hands. The user has their hands frozen for the amount of time and can strike with said hands, causing frostbite wherever they strike. The technique remains for 3 posts, but can be ended early if the user opens their hands. If they open their hands, a blast of frozen energy shoots out wherever the hands are facing.
Ice Shield (Side) C A much stronger version of the Ice Shield, the user summons a large icicle in the form of a long diamond style shield. Because of the way the icicle side is formed, the bottom is sharp enough to thrust with while the user protects themselves with their hard ice. The icicle is triple the size of the user's forearm to keep it easy on defending or parrying.
Ice Spike (Surface) C The user can punch or just plain stomp on the ground where the ground has frozen like in the underground version. This time, the ground DOES NOT break but instead the Ice spike shoots straight out of the surface quickly. Like the underground version, this has a chance to impale the enemy if they are downed.
Freeze Shot B A technique that was perfected by the Lords of the Cold to so that the user can channel their ice into the palms of their hand. With the built up ice energy now summoned into their hands, the user can throw the energy out single-handedly blasting the opponent with Absolute Zero temperatures. Because of this, the user's hand can suffer frost bite ironically if they hold the sphere of ice energy too long. The opponent is covered in Ice that requires 10 Strength to break, but the ice lasts for two posts.
Ice Cannon Fist (v2) B A slightly stronger version of the original Ice Cannon Fist, the user clutches their hands as they freeze them into their balled up form. Spikes appear onto their hands, indicating dangerous freezing levels. A single strike from the fist can cause frost bite, and stab wounds to appear on the foe. If the opponent is hit 7 times with the frozen fists, they are stricken with a frozen effect. This lasts for 6 posts, but can be ended early, channeling the energy from the fists into the palms of their hands to release the a gust of freezing air at the foe. The 'blizzard' releases a cloud of ice particles and ice shards, cutting the foe(or the armor if they wear it.
Icy Aura (Active) A The user releases their color of aura before it begins to transform into blue flames. Once their aura becomes cold fire, they have complete control over a larger area of ground, reaching 13ft in radius. With the icy aura, they can merely punch the ground and transform the ground into a frozen area. The power of the frost gives the ground a very slippery surface, but it can be manipulated thanks to the user's powers. The ice reaches down the surface by 50ft in the 13ft radius of the frozen area. However, the aura, nor the frozen area can last long as after 7 posts, the ground's ice will shatter, damaging the ground a bit with dryness while the user's icy aura dissipates into nothingness.
ce Combo A The user summons up their icy spear, thrusting it forward to 4 ft before their arm. If it connects with their opponent, the ice spear will create a strong frozen ring around the opponent, requiring 11 strength to shatter(Or A rank Flames). The spear will then bring the foe towards the user as they bring the spear back. Once the opponent is brought close to the opponent, the user jumps up, striking the foe in the chin with a rising knee. The struck opponent will then be knocked away with a swinging ice mace to the skull, possible to break the jaw of the opponent with the heavy strike along with causing less ability to move the muscles of the face.
Ice Clone A The user creates the freeze ball ability, but instead of throwing it at the opponent, they throw the ball up into the air. As the sphere is coming down, the user jumps back as the energy generate a frozen clone of the user, emitting chi & energy from the clone. Those who strike it will shatter the clone, but be frozen for the user's next post and be available to attack.
Black Ice State A The user would be required to channel some of their life force into the newly formed dark ice abilities along with being strong enough to withstand such power(requires Expert rank). Once the user enters this state, their ice techniques are all darkened and have the capability of afflicting opponent's with toxic ice. This is required for several Black Ice techniques, but it is possible to end your own life inside of this state. The user can only last so long in this state, for about 6 posts inside of this state with an 8 post cooldown afterwards. Should they try to extend past their 6 post limit, they have to pay S rank energy before perishing at 0.
Ice Golem: Strength S One of the few strongest techniques that the Ice user can harness, it merely screams chance. The user channels their ice energy in mass amounts throughout their body's outside. Their weak muscles can now withstand and dish out more punishment than before. This can only increase your power by granting a bonus to physical strikes, mainly a +2 strength stat increase. This increase lasts for only 5 posts, and strains the muscles afterwards, making it hard to move the muscles of the body, and decreasing the speed down by one with a cooldown of 10 posts.
Living Snow Clone S A very dangerous technique to the foes who cannot percieve which being is the real user. The user controls the air around them to create a cloud of snow, the snow collects itself onto the user before it melds itself into a visible visage of the user. The real user moves out of the snow as it builds its insides to mimic the true user with half of the User's remaining energy. The snow clone is an exact replica of the user and moves on the same post as the user, copying any technique the user uses against the foe. The clone itself lasts for 10 posts with a 20 post cooldown.
Ice Golem: Defense S One of the few strongest techniques that the Ice user can harness, it merely screams chance. The user channels their ice energy in mass amounts throughout their body's outside. Their weak muscles can now withstand and dish out more punishment than before. This can only increase the resistance of the user against physical and energy type moves, but it is not effective against flame touch type skills. The user is immune to most attacks up to 6 B rank attacks or 2 A rank attacks can break this skills armored set. This lasts for a total of 5 posts but it has a cooldown of 10 posts.
Ice Flower SS A dangerous technique if used properly against a foe, eternally freezing them and putting them into a deep sleep until the ice is broken by a SS rank technique. The user summons an ice spike on their hand, thrusting it out at the opponent with the intent of impaling. If the spike impales through the abdomen of the opponent, the user releases their hand and backs away as the ice spike begins to open at the big end, opening up slowly. Once the ice spike's large end fully 'blooms' the opponent's body falls numb as several ice arms break through the ground, grabbing the opponent and raising them up into the air, freezing their body before the arms envelope the body and spread out to form the large flower head. The opponent is NOT dead, but frozen in place for an indefinite amount of time until the ice flower is broken by another SS ranked attack. The user cannot use any S rank or above technique for a total of three weeks.
Absolute Zero: Ender SS The user must be strong enough to withstand their own cold, requiring being a sage to even use this skill. The user needs time to channel their energy into their body, standing still for two posts as they summon a pure zero cold into their dominate hand. Once the hand is charged with the intense cold, they strike the ground below them, ANYONE or anything that remain on the ground in a 25ft radius will be frozen on contact, stuck with the ground. The user removes their hand and aims their hand forward, blasting the enemy with a great ice spear, shattering the foe into pieces as if they were nothing. This can be used once per battle.
Black Ice Skillset (Only for Masters+ )
Phantom Cannon D A poisonous version of the Ice Cannon Fist technique, and costs alot less than thought out to be. The hand is only covered in black ice and can be released like in the original, but instead of the regular ice blast technique, the user releases a shadowy cloud of ice cold smog to blind the opponent, depriving them of their precious sight.
Dark Ice Sword C A more lethal version of the Ice Formation: Delta technique in the sword style, the user summons a much stronger longsword and slashes twice before them. Once the two slashes either hit or miss, the user keeps the sword around and thrusts out with their left hand, summoning a rapier and aiming to pierce the opponent. If all three of these techniques connect, the opponent is inflicted with toxic energy, poisoning them for 4 posts.
Dark Frost C The user channels their own energy into their right hand like in freeze shot. Instead of letting it build into a sphere of absolute energy, the user places his hands out and project a beam of spiritual black ice energy. On contact with anything, it creates a creeping ice capable of freezing over anything that is not endowed with flames.
Toxic Thrust B The user summons up their black ice spear and thrusts out with it towards the heart of their foe. Upon connection, the spear injects the black energy from the ice into the enemy, infecting them with a curse to damage their energy upkeep. Should an enemy try to run and hide to recover their energy, they won't due to the energy stop holder that lasts for 5 posts.
Black Cold Blast A A strong protective seal of the Cursed Ice user, the one who caused the purging of almost all the ice users. This protected the being from all sorts of techniques while blasting out their energy. The frosty aura indicates the preperation of the Blasting technique. If anyone is within the 15ft blast radius, the foes are inflicted with instant chill while being blasted away with shear blizzard force. The blast appears like a large spherical bubble that reaches 15ft high.
Frost Knight Form S Requiring the user to achieve the powerful state of Master and then releasing their physical form, the user's spirit ascends up into the air, visible to the opponent as the spirit is then wrapped by wires on the wrists and neck. The physical body soon takes control, bringing all the ice around it into itself as it slowly becomes a standing 7 ft tall well-built knight with a large ice sword, accompanied by a diamond-shaped greatshield of pure ice. The physical shell is coated in thick armor to protect the body from physical harm. The ice is tainted and therefore cannot be burned so easily by any A rank or below flame skills. This form has a time limit of 7 posts with all access to previous techniques out of the Black Ice state. Once the seven posts are up, the physical body's armor breaks along with the equipment, giving a short time frame of vulnerability before the spirit enters the body in the next post. This has a cooldown of 14 posts after this technique is finished.
The rest must be attained via quests.
• Tsunamis S Requires a body of water Since they can control larger bodies of water, masters are capable of creating and controlling water bodies of far greater size and scale, including causing massive tsunamis, at will.
• Water Drill S A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill. Can cut through thick steel.
• Octopus cloak S Requires Water Cloak A body of water formed around the user into 8 or so whip-like limbs which can be used to grasp or strike an opponent or to intercept and seize incoming attacks. It is assumed that this requires a great deal of concentration. Lasts 10 posts - 75 energy per post past the 10th.
• Maelstrom S In a large body of water, an elementalist can create a gigantic whirlpool. Should no target be in the water this is useless. If they are the target will be sucked down and drowned.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Feb 15, 2014 1:11 am
Fire Element

Known as the element of Power it takes lots of control to master. Unlike the circular movements of air users or the fluid motion of water, fire requires quick and explosive movements.
• Fireball E Prerequisite for all abilities A basic ability; jabs and punches produce miniature fireballs and missiles of flame.
• Flame Deflection E This spell uses energy equivalent to the power of the deflected fire-based attack.
• Flame Dagger D Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.
• Flame Launch D The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.
• Flame Punch/Kick D As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.
• Flame Whip D Requires Fire stream An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.
• Fire Stream D Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.
• Blaze Arcs C Requires Fire Stream Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
• Fire Bomb C Requires Fire Stream A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.
• Blaze Kick C When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.
• Shield of Flames C Requires:Flame Deflection Creates a protective fire shield around the front of, or the whole body of, an elementaliist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.
• Bomb Fist C Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.
• Flame Blade B Requires Flame Dagger and Blaze Arcs A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.
• Fire Lashes B Requires Fire whip Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.
• Wall of Fire A Requires Fire Shield and at least Master rank One of the fire element's few defensive abilities, either a situated explosion or controlled inferno, this wall concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a Fire Shield. It not only protects against attacks, but when used right, can be used to stealthily escape from foes. It does not absorb attacks but deflects them. This can be done on water.
The rest of these must be attained via quests.
• Fire Jet B By creating a blast of flames from any limb you propel yourself in a direction with great speed, increasing your total speed by 3 while using this skill. This may be used as a form of flight but it is not at all continuous.
• Flame Augmentation S You can also control the size and intensity of any nearby flames and can draw them in and manipulate them at will. This powers up your attack using the flames around you dragging them towards the target. This lasts for five posts.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|