Post by Parrot on Jun 25, 2013 0:02:30 GMT
These are the powers that Elementals and Elementals have. You can only have one per character. Some characters may be more powerful than others so please keep that in mind when creating a character.
Wind: The ability to control, create, and absorb wind or air.
Earth: The ability to control, create, and absorb any type of earth. This includes sand, stone, rock, dirt, or other minerals. Your character can have a specific type of earth they are more partial towards and thus have more control over. These elemental users work well with those who have plant manipulation.
Water: The ability to control, create, and absorb any type of water.
Fire: The ability to control, create, and absorb any type of fire or heat.
Lightning: The ability to control, create, and absorb any type of lightning.
Metal: The ability to control and alter any type of metal. Some Elementals can create metal while others can only use what is available to them.
Dark: The ability to control, create, and absorb any type of darkness. This is a very dangerous type of magic and can easily consume a person's soul, making them more chaotic. To balance this madness these elemental users usually partner with those who have light powers.
Light: The ability to control, create, and absorb any type of light. Despite what many people assume, this magic is also dangerous as it makes a person more trusting and, in some scenarios, prevents them from killing another person. Not being able to kill could result badly in a life and death situation. To balance themselves these elemental users usually partner with those who have dark powers.
Plant Manipulation: The ability to create, control, manipulate or animate plant life. These elemental users work well with those who have earth powers.
Animal Control: The ability to communicate with animals, birds and even aquatic creatures. More powerful Elementals can even command animals to do certain tasks.
Shamanism: The ability to create and cure natural diseases. The more powerful Elementals can accelerate the incubation of these diseases. Those with this power are closely tied to death as it as a natural cycle in the world. Some Elementals prefer not to learn to fight with their power but instead to communicate with dead ancestors for guidance. They are weak against ESP's who have mediumship as they too can communicate with the dead. To make this clearer shamanism can be broke into two different types: those who practice mainly with diseases and those who talk to the dead. You cannot do both well. So a strong disease shaman has a hard time talking to the dead and vise versa.
Shifting: The ability to shift into different animals. This is a dangerous magic as weaker Elementals lose all recognition of their surroundings when they transform. Beserking as an animal is common. The more a shifter practices turning into a certain animal the better they are at controlling it. Because of that most shifters usually have a main animal to turn into but will experiment with others.
Communicating: The ability to communicate with any element. They cannot create the element only talk to it. Seasoned Elementals can ask (not command) the element to do something- sometimes this works, sometimes it doesn't. These Elementals are used on the War Committee, as teachers to help novices understand their powers, and healers to ask the element what is wrong with its host.
Poison: The ability to create, absorb, and manipulate different poisons. These Elementals actually have poisonous blood that can be deadly to both foes and allies. Feel free to research different poisons to have your character specialize in one. Again, weaker Elementals wouldn't be able to control or affect poisons while stronger ones can.
Blood: The ability to create (all types), absorb, and manipulate blood. This is often viewed as a darker magic and many other Elementals will be wary or look down upon those with blood magic. To strengthen their own abilities a blood Elemental will sacrifice their own life force or the life force of others to draw more power. There have been rumors that a group of blood Elementals are trying to forcibly control others through their blood. (This will be a site plot event so please contact Parrot if you want a character to be part of this experimenting group)
Hexing: The ability to create hexes or cure them. (An Elemental who has hexing powers can either be really good at creating them or really good at removing them or just so-so at both) A sample of hexes you can experience include: Vulnerability hex- the opponent is more susceptible to magical attacks. Misdirection hex- the opponent becomes disorientated and will have trouble landing attacks or walking. Researching hexes might help creativity!
Temperature Control: The ability to alter the surrounding temperature. These Elementals make for good supporting characters as they can turn water to ice among other feats.
Camouflage: The ability to change your own skin color to match and blend in with your surroundings. Those who have mastered this power can even hide their clothing. Novices and intermediates can only alter their skin and occasionally (if they lose their focus) can become visible. A faint silver shimmer is often seen when the light catches the camouflage at the right angle. Only masters can blend in completely. ESP with the Invisibility power have an easier time detecting these Elementals.
Earth: The ability to control, create, and absorb any type of earth. This includes sand, stone, rock, dirt, or other minerals. Your character can have a specific type of earth they are more partial towards and thus have more control over. These elemental users work well with those who have plant manipulation.
Water: The ability to control, create, and absorb any type of water.
Fire: The ability to control, create, and absorb any type of fire or heat.
Lightning: The ability to control, create, and absorb any type of lightning.
Metal: The ability to control and alter any type of metal. Some Elementals can create metal while others can only use what is available to them.
Dark: The ability to control, create, and absorb any type of darkness. This is a very dangerous type of magic and can easily consume a person's soul, making them more chaotic. To balance this madness these elemental users usually partner with those who have light powers.
Light: The ability to control, create, and absorb any type of light. Despite what many people assume, this magic is also dangerous as it makes a person more trusting and, in some scenarios, prevents them from killing another person. Not being able to kill could result badly in a life and death situation. To balance themselves these elemental users usually partner with those who have dark powers.
Plant Manipulation: The ability to create, control, manipulate or animate plant life. These elemental users work well with those who have earth powers.
Animal Control: The ability to communicate with animals, birds and even aquatic creatures. More powerful Elementals can even command animals to do certain tasks.
Shamanism: The ability to create and cure natural diseases. The more powerful Elementals can accelerate the incubation of these diseases. Those with this power are closely tied to death as it as a natural cycle in the world. Some Elementals prefer not to learn to fight with their power but instead to communicate with dead ancestors for guidance. They are weak against ESP's who have mediumship as they too can communicate with the dead. To make this clearer shamanism can be broke into two different types: those who practice mainly with diseases and those who talk to the dead. You cannot do both well. So a strong disease shaman has a hard time talking to the dead and vise versa.
Shifting: The ability to shift into different animals. This is a dangerous magic as weaker Elementals lose all recognition of their surroundings when they transform. Beserking as an animal is common. The more a shifter practices turning into a certain animal the better they are at controlling it. Because of that most shifters usually have a main animal to turn into but will experiment with others.
Communicating: The ability to communicate with any element. They cannot create the element only talk to it. Seasoned Elementals can ask (not command) the element to do something- sometimes this works, sometimes it doesn't. These Elementals are used on the War Committee, as teachers to help novices understand their powers, and healers to ask the element what is wrong with its host.
Poison: The ability to create, absorb, and manipulate different poisons. These Elementals actually have poisonous blood that can be deadly to both foes and allies. Feel free to research different poisons to have your character specialize in one. Again, weaker Elementals wouldn't be able to control or affect poisons while stronger ones can.
Blood: The ability to create (all types), absorb, and manipulate blood. This is often viewed as a darker magic and many other Elementals will be wary or look down upon those with blood magic. To strengthen their own abilities a blood Elemental will sacrifice their own life force or the life force of others to draw more power. There have been rumors that a group of blood Elementals are trying to forcibly control others through their blood. (This will be a site plot event so please contact Parrot if you want a character to be part of this experimenting group)
Hexing: The ability to create hexes or cure them. (An Elemental who has hexing powers can either be really good at creating them or really good at removing them or just so-so at both) A sample of hexes you can experience include: Vulnerability hex- the opponent is more susceptible to magical attacks. Misdirection hex- the opponent becomes disorientated and will have trouble landing attacks or walking. Researching hexes might help creativity!
Temperature Control: The ability to alter the surrounding temperature. These Elementals make for good supporting characters as they can turn water to ice among other feats.
Camouflage: The ability to change your own skin color to match and blend in with your surroundings. Those who have mastered this power can even hide their clothing. Novices and intermediates can only alter their skin and occasionally (if they lose their focus) can become visible. A faint silver shimmer is often seen when the light catches the camouflage at the right angle. Only masters can blend in completely. ESP with the Invisibility power have an easier time detecting these Elementals.