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The New Elements

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gunnerzero

PostPosted: Tue Jan 05, 2010 4:07 pm
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Ten years ago, the Archgod of Darkness, Cytoken, attacked Heaven in a mad attempt to take control of the known universe. He was stopped however, by a team of powerful Elementalists. Elementalist are those who both train their mind and body, their powers come from the element stone. They are regaurded as the saviors of the world and havde taken measures to pervent the return of Cytoken. They created their own country now as Avilia, ruled by the Element Concile in Sprial Tower. Here politics and judgement over country are discused, the most powerful Elementalist are also here. Many humans have become paranoid that the Elementalists are becoming to powerful and if war broke out they would be at the receiving end. That is way Troopers were created advance technological soliders to keep and eye on the country of Avilia. Troopers do not answer to the Elementalist Concile rather they answer to the people. The average man and they have form their own seperate government branch known only as the Sociaty.  
PostPosted: Tue Jan 05, 2010 4:08 pm
The Core Elements: (Off limits)

Chrono (Time): The Chrono Element was the first to be created in the massive cataclysm of the Big Bang. It's power is to control and warp time to the user's will, but because of the great stress and the amount of power it takes to use, even the best of Chrono Elementalists have a hard time in battles that last anymore than five to ten minutes. Unlike any other Element, this one also has the power to change past events and make the impact on the future, but no Elementalist has ever survived it to tell how it's done.

Celestial (Space): The Celestial Element was second born to the Big Bang, and it created the very stars and planets we see in the night sky. These guys can imbue the power of space objects into themselves, throw punches the like like meteors striking the ground, create a crater with a single kick, blow opponents away with solar winds, freeze them stone cold with the icy breath of a comet, even control gravity. But such great power strains a great deal on those who use them recklessly, perfect aim is a must.

The Base Elements:

Blaze (Fire): The Blaze Elementalist is a manipulator of fire, simply put. The fire they use can be complete tempurature controled, but without caution, the fire burns at a blazing one thousand degrees farenheit. Besides simple fire, the Blaze Element also offers control of magma and solar energy, making them stronger during the daylight of summer than any other time of the year. The ability to control solar energy is strictly limited to light that has a Ultraviolet base, because any other light falls under the Luminous Element.

Torrent (Water): The Torrent Element grants control of water, ice, mud and steam, just about anything that has H2O in its chemical compound. Because of the large varity of availible resources for attacks, Torrent Elementalists are some of the most versatile, blending into almost any combat situation with relative ease. They also have some of the best healing powers, second only to the Luminous Element's ability to restore. As a basic in many weather combonation attacks, the Torrent Element works best when combined with the Arc or Aero Elements.

Aero (Wind): Also called the Flight Element, the Aero Element is the only one that allows the weilder to fly effortlessly. But thats not all it's limited too, with the power to whip up hurricanes in an instant, sufficate foes by draining oxygen from the air and create bubbles of air where it's normally impossible to breathe, Aero Elementalists are some of the most manuverable and difficult to kill targets. Because of the ability to move air, many of these Elementalists carry around smoke grenades, poison bombs, sleeping gas and other chemicals to spread them around.

Mineral (Earth):The Mineral Elementalist has the greatest defensive powers, better than any of the others by a long shot. They can use anything that's mineral based, including sand, crystals, metals and of course, rocks. Many of the people who use this Element are those to defend allies or push back and demolish foes. The best weapon makers in the world use this Element to create the sturdiest weapons with the finest cutting edge to aid it.

Arc (Lightning): Because of the enhanced electrical current that lies in the nervous system, these Elementalists have the quickest reaction time, as well as the best speed. Were they lack in physical strength, they make up with speed and smarts. The electricity that they use can fry or supercharge any mechnical device they choose, making them a great help to allies and a great problem with foes who specialize in technology.

The Uncommon Elements:

Sol (Light): With the power to see past people's outer shells, Sol Elementalists can see the very emotions of a person or the true intent behind an action. They can aid an ally with incredible healing powers, being able to even cure near fatal wound or dispell a life threating poison. And if that weren't enough, they can also use any light source as a weapon, shield or restoration ability. Because of all these powers, they are excellent support soldiers.

Shadow (Dark): Darkness...It can be a scary thing sometimes, but not to these guys. As unfortunate as it is, many Shadow Elementalists are mistaken to be evil before they even have a chance to prove themselves. The Shadow Element can be used to cover up and hide things, even from the Sol Element. But they can melt and hide in shadows as well, making for excellent stealth warriors. The most obvious ability for them to use is attacking with darkness backing the power.

Spectral (Spirit): Spectral Elementalists are...experimentors to be plain. They are unique, in the way that they are connected to all realms of the dead, Heaven, Hell, The Void and more. Their soul is more loosely connected to their body as well, allowing them to leave their bodies, swap souls with another being, combine their soul with another and so on. A sample of their attacks are making a physical motion, like a kick or a punch, and having that part of their soul hit the opponents soul instead of their body.

Heart (Emotion): Heart Elementalist's powers are changed to match the emotion of the Elementalist using the attack. It's almost like spinning a roulette wheel, because not only to the powers match the emotion, the emotions become erratic and wildly changing. Only a master of this Element can truely know what their doing at least half the time. But it does have it's advantages, the most common emotion that the person has tends to show up more often, so if you canfigure that out, it'll help you in the long run.

Sonic (Sound): The Sonic Element allows the weilder to amplify, modify and distort sound waves. Resently, many great singers have been found, most of them using the Snoic Element to modify their vocal output to sound better. As a weapon, the sound emitted can be near fatal, causing victims to lose consciousness, vomit or even die. All Sonic Elementalists can throw their voice, a ventriliquist if you will. A well rounded fighter.

Nature (Plants): The greatest of nature's own plants are at the disposal of these powerful Elementalists. At first, they appear as nothing more than gardeners, but it doesn't take long for the enemy to find out exactly how powerful the Nature Element is. They can grow plants with a flick of the wrist, move them to attack or defend, and call forth the mighty plant of mythology, the Mandragora. They are also able to communicate with trees, flowers and any other type of vegitation.

Feral (Animal): With the DNA of every animal fused into their gentic makeup, Feral Elementalists can change into any animal in an instant. But where they lack safistication, they easily make up for it in primal strength and natural instincts. As they grow, the ability to become mythical creatures, such as dragon, phoenixes, chimeras and so on. Not only do they get the natural strength of whatever they transform into, they can also change certain parts of their body into those of different animals.

Ancient (???): The Ancient Element is the newest of Elements. Not much known, because of the fact that it changes depending on the subject. Known effects have included psychic powers, a deep mental connection to the past, mainly mental abilities and more still being discovered. As it has a connection to the past, it also has the ability to erode many mechnical devices into rust, however, when combined with different Elements, it creates a strange reaction in the other one, making several dramatic changes.

Tech (Machines): Once thought to be the ultrabasic Metal Element, the Tech Element is much more safisticated. With the addition of a cybernetic cerebral cortex that increases the neurological quota to an extreme, electronically enhanced limbs and photon cells infused into the bloodstream, Tech Elementalists are the true miracle in the fusion of man and machine. They can manipulate machines and completely revamp anything to overload it's output capacity.

Illusion (Fake): With the power of illusion, this Elementalist can do more then simple smoke and mirrors. They can make perfect duplicates of anything they come in contact with, same powers, same skills, exact copies. While the duplicate is fighting, the Illusionist can rest, call for help, formulate a plan or fight along side. There is a certain power level to what an Illusionist can do, meaning that they can copy a lot of weaker opponents or a fewer number of stronger enemies.

Dream (Sleep): It is said that when you dream, your mind passes into a dimension beyond our own. In a world where anything and everthing is possible and the Dream Elementalist has control, it's not always pleasent. Many have been driven into insanity, others have never woken up. Dream Elementalists are masters of stealth, attacking during sleep or inducing themselves with sleeping gas grenades. Two words of advice: Stay awake.

Viral (Disease): All manners of poisons and toxins actually inhabit the bodies of these people. They have special sacs inside their bodies, like many animals, that hold poison and can be expelled from the mouth in the form of saliva or regular gas. As an expert in chemicals, they can define the difference between a poisoned drink or food and an unpoisoned one. They work well with many Elementals, Aero, Tech, Dream and Nature ones are at the top of the list.

Mystic (Duplication): The Mystic Element has the ability to mimic, without flaw, any Element that they come in contact with, only by a single touch. Though they copy the powers, they can't copy physical prowess. However, this is no downfall, for the Mystic Element has it's own powers without copying. They can use a kind of magic known as Mysticism, meant primarily for defensive or evasive techiques.

Neo (New Age): With the dawn of a new age, comes the birth of a new Element, which is precisely the meaning of the Neo Element. It's new and it renews. Neo can restore broken things to their original state, change old things into new ones and is a pure energy that can be used to attack. It's distinct white glow is a tell tale sign, more often then not, to be careful. The Neo Element is a very helpful in several situations thanks to both of these powerful abilities.

Cyon Infection Elements:

Cyonvor (Space Mutagen) (Also: Infected Torrent): This highly unstable Element is from space, traveled to Earth on a meteor. It's strange properties allow it to be a fuel supply and an energy source. However, it produces many mutagenic results from direct contact. It seems to have a mind of it's own, often making the infectant act strange or different from their normal behavior. Cyonvor is incredibly dangerous and should always be handled with extreme caution.

Cyonflare (Infected Blaze): Cyonflare is the mix between fire and Cyonvor. It's toxicity levels are immense, giving nearly 90% total corruption after a matter of seconds. Its flame is a bluer teal color and can melt almost anything. This type of Cyonvor, no matter how dangerous, is a great source of fuel for airships and spacecraft, this is because once it starts burning, it can only be put out by force and will continue otherwise endlessly.

Cyonrock (Infected Mineral or Ice): Solid Cyonvor, which is what the Cyonrock Element controls, is pitch black. It's incredibly resilient and can withstand any currently known weapon. This Element is the only to have surpassed Mineral in defensive prowess and it has excellent offensive capabilities as well, though attack is dwarfed by defense. It can't infect anyone unless it scratchs or impales them, getting bits of itself in the blood stream.

Cyonbolt (Infected Arc): With the power of electricity, Cyonvor is now in it's most deadly state. Cyonbolt offers better offence and speed than any other Cyon Infectant (CI for short), but it incredibly vunarable. They can ultracharge any device with this energy, often overloading them. The offense is normally enough to keep whatever they attack at bay, but if it's normal, retreat is the only other option because they are to weak to take many hits.

Cyonmech (Infected Tech): Cyonmech is actually the least corrosive of any CI. In fact, it can't infect at all, however, it offers intricate detail in alien technology. This technology is defined through what people might call UFO's, decintigration beams and antigravity devices. These are all possibilities, but it has not been confirmed as real. Though it has no infective nature, it infects the host body strangely. It actually mutates the body to be like a cyborg, half human/half machine.

Cyonanimal (Infected Feral): This strain of Cyonvor branchs from the Beast Element. This enables a person to become alien bioforms with a Cyonvor based ecosystem. In short, you can become any species native to Cyon. These beasts are currently unknown to people, they seem to vary from person to person, but they all seem able to spit Cyonvor from their mouth. These aliens are powerful, and they seem to resemble some animals from Earth.

Fusion Elements:

Twilight (Sol & Shadow): The time of dusk or dawn, that is when the Twilight Elementalsit is at their strongest, when the spiritual worlds and our own are closest. With the power of Light and Dark on their side, they are well balenced, but when they are combined, that is when a Twilight Elementalist really shows their true colors. Many enemies fear this power, the power of a fusion between bitter rivals to create a single entity of massive strength.

Laser (Blaze & Tech): Light Amplification by Stimulated Emission of Radiation, or Laser for short. Lasers were once thought as something out of a sci-fi movie, or a simple cutting device. However, that is no longer true, for now the Laser Elementalist can create, shoot and do many more different things with lasers. The thing in mention are truely only limited my one's own imagination, making it a perfect choice for those who love science fiction.

Aura (Spectral & Ancient): Many once thought that Aura was only a copy of the Spectral Element. But, this has been disproved due to resent examinations of the Elements origin. It has been discovered that unlike Spectralists, they are not connected to the spiritual realms, but instead can see spiritual energy without leaving the body. They can gain power by taking some of the spiritual energy from nearby living things to recharge themselves.

Conjure (Spectral & Mystic): Conjure elementals can summon objects and beasts that they have seen, as well as summon the ability to cast spells that have been used on them and even fuse things they have summoned before. Unfortunately, the spells they cast are only as good as the spell was when it was first cast on them and it takes them twice as much energy to use it. This makes the Conjure Element one of a kind.

Psionics (Sol & Arc): Psionics is a special type of mental attack, thats focused into physical energy. It's a very deadly kind of Element, able to cut through nearly anything. Blades, shields, levitation and even psychic powers, these are all abilties of a Psionic Elemental that make them even more powerful. This Element, as said before, relies on mental energy, so it can be stressful on those who are unexperianced.

Plasma (Blaze & Arc): Different from both the plasma in the Blood Element and the cutting-edge Laser Element, Plasma is the fourth state of matter. A kind of super heated electricity, it is powerful in all sorts ways. Plasma can ignite and electricute at the same time, and thanks to the natures of the combining Element, they're normally fast and fierce fighting. They can also seperate atoms at will, just like the Plasma they control.

Prehistoric (Ancient & Feral): Thought Feral Elementalists can change their form, prehistoric animals weren't part of the equation thanks to the lack of solid DNA. But now, with the Ancient Element combined, the animals of the past come back to life. Most oftenly, the great tyrannisaurus rex is used, but with those tiny arms, they aren't as effective as everyone thought. The speedy raptor, the ancient ace petrodactyl and the sea bound leviathan seem better suited to different tasks.

Blood (Shadow & Viral): The power of Blood is just the way you think it would be: evil and brutal. It can only control the user's blood, forcing them to inflict injury upon themselves to use it. It's a grotesque Element, no one, man or God, is sure where it originates from, but with Moraeth as the current Blood God, it's not so bad. Now many Blood Elementalists have the luxery of having certain glands that can pump blood to the users arms whenever they want.


Smoke (Shadow and Aero): A common ally of Illusion and Blaze Elementalists, the Smoke Elementalist has the ability to control, well, smoke. But it's not limited to that, they can also control smoke based gases, like smog and sulferous gases. The poisonous gases are deadly to most, and getting sliced with solid smoke can harm you in more ways than one. They can't work well with a Nature Elementalist however, because the smoke will often choke the plants to death  

gunnerzero


gunnerzero

PostPosted: Tue Jan 05, 2010 4:09 pm
Profile Layouts:

If part of the profile has a star (*) then it is required when you send it in, otherwise, you are free to do what you like with them. Pm them to me before you start.

Elementalist Profile

*Username:
*RPC Name:
*Race:
*Age:
*Appearance: (URL pic or lengthy description.)
Class: (Any type of class is acceptable, Warrior, Marine, ect.)
Weapons:
*Elements:
Battle Styles:
*Allience: (Heaven, Hell, The Void, Neutral, Freelance, Mankind.)
Likes:
Dislikes:
Personality:
*Bio:
Pets:
Crush: (Not advised to fill at the start. May be changed later.)
Theme Video: (Post link here. Check Events to see more info.)

Trooper Profile

*Username:
*RPC Name:
*Age:
*Appearance:
Rank:
Team Name:
*Postition: (Standerd, Medical, Demolitions, Special Ops, Tactical.)
*Weapons:
Close Combat Styles:
*Allied Nation:
Likes:
Dislikes:
Personality:
*Bio:
Pets:
Crush:
Theme Video:


Add-Ons

Elementalists Only:

Elemental Capsule Contains:
Elemental Style:
Signature Move(s):
Family Trait: (Bloodline type Element boosts.)
Appearance In Armor:
Non-Killing Element Boosters: (Like Crystals)

Troopers Only

Goverment Rank: (How high up on the informed ladder)
Appearance in Armor:
Armor Equipment:
Stationed at:
Codename:
Cyborg: (Yes or No)  
PostPosted: Tue Jan 05, 2010 4:10 pm
Events  

gunnerzero


gunnerzero

PostPosted: Tue Jan 05, 2010 4:11 pm
Rules:

{1} When your RPC (Role Play Charecter) is speaking, please put a quotation mark at the beginning and end of the words that are meant to be said.

{2} During the time your RPC is thinking, use the italic writing that this sentence is made from.

{3} When an action is being made or your simply narrating what going on, there is no need to do anything special. You may add your own unique flare to your posts, like coloring for example.

{4} If you decid to talk OOC (Out of Charecter), please surround what you have to say with some kind of parenthesis, like (()), [] or {}.

{5} When selecting you Elements, you may have any one of these choices. As the rpg progress you will be allowed other elements but this will do for starters.


1 Fusion Element

1 Base Element

1 Uncommon Element

1 Base and 1 Uncommon Element

2 Base Elements

2 Uncommon Elements

{6} Make sure to be literate, mistakes can be made, but people have to at least know what your saying.

{7} Cussing is allowed, but is not preferred or recommended.

{8} Absolutely no racial comments are allowed and neither are crude jokes, and don't pretend you don't know what I mean. Breaking this rule will get you an immidiate boot off this RPG.

{9} With the exception of Rule 8, breaking 2 of any of the others will get you kicked.

{10} Romance and fighting are encouraged, but do not cyber. Its just nasty and no one wants to hear about it.

{11} PM me your profile to me.

{12} Listen to me!

{13} No God-modding. Which includes the following: (1) Always hitting. (2)Always dodging. The only time this is excused is if someone calls for an Immortal Battle and the other(s) agree.  
PostPosted: Tue Jan 05, 2010 4:24 pm
Username: Gunnerzero
RPC Name: Lance Neon
Race: Human
Age: 18
Appearance:
User Image
Class: Primordial Flame
Weapons: None
Elements: Blaze and Mystic
Side: Mankind
Likes: technology, hanging with friends, defeating a worthy opponent, defending those he cares about, making new friends
Dislikes: Varies.
Personality: Kind, Strange, and Comical.
Bio: Lance has changed greatly over the last few years, training his body and mind to their extremes with his father. His prolonged exposure to the Ancient Element has changed his physical appearance greatly as well. His mastery of Aura has become an equal with his natural Elements too. But he's become exceedingly worried about the length of time inbetween attacks from The Void and hasn't been able to keep from steeling himself without relaxing.
Pets: None
Crush: Currently N/A
 

gunnerzero

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