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Guardian_Iris
Captain

PostPosted: Wed Dec 19, 2012 9:36 pm
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__________________________ Pae'il are creatures born of magic, so it's in their nature to be able to harness that magic within them.

In the past, Pae'il believed that their powers were a gift from the Guardians. Special scrolls were once delivered blessing the pae'il with their unique abilities, then not too long ago, powers were given via potions brewed by Telrunya's postion master, Kalandandra. Most recently, powers were obtained via relics, items or rituals, depending on the power that those the Pae'il.


__________________________ The truth has been uncovered. The power has always been inside each Pae'il, just waiting for the trigger to unleash it.



Guardian_Iris
POWERS UPDATES

UPDATED 03/19/15 - No more powers based on singing or enhanced strength will be approved. Generic healing powers will not be approved, so if you must play a healer, please specify that your pae heals/cleanses Taint.

UPDATED 01/10/14 - Once you have rolled a power, you must fill in a post within thirty days, completely, or the roll will be invalid. You will then to roll again!

If you have rerolled three times and you still cannot come up with a power category that you want, go ahead and choose what you want--treat it like a 7 in the Light Powers thread!
 
PostPosted: Wed Dec 19, 2012 9:37 pm
Ancient Elemental Pae'il



_____Ancient Elemental Pae'il are those born of the five primordial elements: Water, Earth, Void, Air and Fire. Their very essence embodies the element which gave them life. Naiad are aquatic, Faun are connected to trees and nature.

The same elements that gave them life, also give them powers.

Role-play Notes:
  • Elemental Pae'il get their powers from their corresponding elements.
  • The element is the source of energy which means Naiads are most powerful when in the water, and Faun are most powerful when among nature.
  • The longer they are disconnected from their element, the less energy they will have for using their magic. Prolonged absence will also start affecting their physical strength and health. Naiads are particularly sensitive to this, as they should not allow themselves to dry-out.
  • Taint acts as a blocker, effectively creating a barrier to an Elemental Pae's energy source and power. Prolonged exposure will eventually block all powers and energy completely, creating irreversible side-effects. (Elementals only-because they are weaker to Taint than other Pae)
  • All Elemental Pae from this point forward must stick to their element when choosing a power (if it's not mental or physical). Previous Elemental Pae'il can keep their powers if they are related to another element, but only if it was previously approved.


Racial Abilities:
  • Child:
    • Elemental Shield - the element depends on the breed (Naiad=water,etc) and it will provide minor protection.
  • Teenager:
    • Elemental Shield - stronger, disperses with one hit from opponent. Replaces Child's Elemental Shield.
    • Elemental Bolt - small, concentrated mass of element that can be thrown at an opponent for mild damage if it lands. CANNOT KILL.
  • Adult:
    • Elemental Shield - stronger still, able to absorb up to 3 hits from an oponent (physical or magic). Replaces Teenager's Shadow Shield
    • Elemental Bomb - concentrated mass of element that will explode upon impact, effecting anything within 10 yards. CANNOT KILL but each element will affect differently. (fire=lingering burn, water=drench, can in turn be frozen, air=shockwave, void=stun, earth=rock shrapnel)
    • Elemental Boost - When in their native element, they will have greater maneuverability, they will be resistant to their native element (fire cannot hurt fire). [cost=none, this is a natural boost Ancients get when they become adults]
  • Hallowed Adult:
    • All Adult spells, with no change
    • Elemental Heal - When in their native element, there is no energy cost, and they will be naturally healed, slowly. It is in the best interest of opponents to not battle an elemental pae'il on their home turf.
  • Luminary:
    • Powers will depend on successful completion of the Quest. All prior powers are kept.


:[ Code ]:
    Post this code, and include any other items required per individual element. Don't forget to roll a random number between 1-7 to choose the Category.

    Code for First Generation Elemental Pae'il ONLY:
    [color=indigo][b]Pae'il Name[/b]:
    [b]Power Category[/b]: (include the number and category: Shaman, Prodigy, Gatekeeper, etc.)
    [b]Chosen Power Name[/b]:
    [b]Power Description[/b]:
    [b]Weakness[/b]: (include limitations, "kryptonite" if applicable, and energy requirements)
    [b]Link to most recent completed RP[/b]:[/color]



If applying for a scroll power with an Ancient Elemental Pae, please use this form instead.

[b]Pae'il Name[/b]:
[b]Link To Where Scroll Was Earned[/b]:
[b]Scroll Power[/b]:
[b]Weakness[/b]:


NOTE: Please look over the Powers Master List to make sure the power you chose isn't already taken. The categories won't match up exactly, but they're similar enough. A power can only exist once per Faction, unless prior permission is given.  

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Wed Dec 19, 2012 9:39 pm
Second Generation Ancient Elemental Pae'il Powers


Due to the nature of the primordial elements, second generation elemental Pae'il will inherit modified and/or mixed versions of their parents powers. If two different element Pae'il breed, the elements can combine to create secondary elemental powers. For example, Water+Earth will create minerals. Water+Air will create ice or mist. Have to experiment to find out more.

_____The elements influence the Light's powers.

When an elemental Pae breeds with a Blood Pae (Angel or Demon) it is up to the player to choose a mix of the parent's powers Or select a new via the Light Faction method.
Special elemental considerations:
  • Angel + Naiad = prisms (or illumination), life
  • Angel + Faun = moon, gems
  • Demon + Naiad = fear, blind
  • Demon + Faun = gravity, bone


_____Faerie magic enhances the elements.

If an elemental Pae breeds with a Faerie, the Faerie's magic will enhance the elemental power, giving the offspring two elemental-based powers: one similar to each parent.

All next-generation Pae'il with at least one Elemental Pae'il parent have to choose either the Light or the Elemental faction if they want a power. Once chosen, they cannot go to the other side without being labeled a traitor, and getting stripped of their power, title and position (if any) by their former faction leader.

:[ Code ]:
    Post this code, and include any other items required per individual element.

    Code for Next Generation Elemental Pae'il ONLY (all other gens except First):
    [color=blue][b]Pae'il Name[/b]:
    [b]Parent 1's Name and Power[/b]:
    [b]Parent 2's Name and Power[/b]:
    [b]Combined Powers Element[/b]:
    [b]Power Category[/b]: (category: Shaman, Prodigy, Gatekeeper, etc.)
    [b]Chosen Power Name[/b]: (Include a second power if one parent is a Faerie Pae'il)
    [b]Power Description[/b]:
    [b]Weakness[/b]: (include limitations, "kryptonite" if applicable, and energy requirements)
    [b]Link to most recent completed RP[/b]:[/color]


Second Generation Pae'il do not need to roll, becuase their power is a combination of their Parents. For a category, it must be one of the parents' categories.  
PostPosted: Wed Dec 19, 2012 9:45 pm
Water Powers Process


_________Elemental Pae'il powers are chosen for them by the elemental spirits that guide their lives. Rituals are conducted to prepare the Pae'il, and ask the spirit for a special blessing. It's a community event when an Elemental Pae'il is chosen for their power.

:[ Water ]:
    Teenage Naiads can make an offering to the Water Spirit for their power. They must search the lakebed for a special pearl (this will vary per Naiad, and they will know when they've found their special pearl) and inscribe their name on it. Once inscribed, the pearl must be given over to the Water Spirit, by pushing it into the giant water globe in the Queen's courtroom.

    The water globe swirls with magical energy inside as it protects the Water Element. It is unknown what the protective globe itself is made of, as it is solid, yet pliable. It takes a great deal of dedication, heart and genuine desire to push the pearl through the protective substance into the magical waters without breaking either.

    Once the spirits accept the offering, the pearl will transform into a special water quintessence. The quintessence will have a visible form in the shape of a small, blue, translucent, glowing fish. Only the Queen has the power to remove these from the globe. When she notices the quintessence in the magical waters, she'll coax it out and into a ritual cup.

    Once the quintessence has been secured, a temple prep team will arrange the ceremony. The Queen's Court will induct the Naiad into the Elemental Faction, and provide details as to their chain of command, teachers and duties among the Naiad society.

    Chain of command: User Image
      Captain Turin
      • Prodigies
      • Primemorphics
      Lady Aeroniel
      • Purifiers
      • Shaman
      Lieutenant Itsaso
      • Hydromancers
      • Aquakin
      Commander Sadron
      • Gatekeepers


      How to RP Your Naiad Gaining Their Power
      • Reply to this thread, and use the RNG to generate a number between 1 and 7. This is the power category your Pae'il will belong to, and also determines which squad your Naiad will belong to.
      • Edit your post to include the code for listing your chosen power (within the rolled category)
      • Include either a link to an RP with the ceremony, or write a short solo with your Naiad drinking from the sacred cup and gaining their quintessence. Include reactions, thoughts, feelings or anything relevant to your Naiad gaining a power. The scenario will be the same for all Naiad, and all Court members will be present.
        • Remember this was a choice you Naiad had to make. This power is not accidental.
        • By gaining a power, this Naiad agrees to join the Elemental Faction as an active representative, defender and fighter (if necessary). He or she can be called upon in times of war, and must defend their own kind and their home before other Pae'il kinds.
      • If there is a conflict with the chosen power, we will quote you and offer suggestions on how to fix the conflict.
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Wed Dec 19, 2012 9:46 pm
Water Powers
User Image

  1. Shaman
      These Naiad have a closer connection to the spirits and "other worldly" aspects of Earth. Powers in this category are similar to the previously universal Soulbinder powers, and include sacrificial powers, summoning spirits, curses, and hexes.
  2. Purifier
      All Naiad that heal are considered Purifiers, regardless of their healing method. Examples of healing powers: healing tears, healing kisses, healing touch, potion healing, medical healing, emotional healing, etc.
  3. Hydromancer
      These are the Naiads that can control water in all its forms. This includes those who can not only control, but manipulate and create.
  4. Primemorphic
      All Naiad who can manipulate matter are considered a Primemorphic. This includes shapeshifting themselves (into inanimate objects only) or transmogrifying other things.
  5. Aquakin
      These Naiad are bonded to aquatic animals, taking on the abilities, including shapeshifting into their chosen animal.
  6. Prodigy
      All Naiad who become a Prodigy will be exceptionally good at something not related to magic. This includes all enhanced physical and mental abilities, enhanced technical aptitude and knowledge. This category is similar to Paragon and Mastermind.
  7. Gatekeeper
      These will be the Pae'il who are able to utilize other dimensions in order to travel, or produce items from what appears to be "thin air". This category is similar to Planeswalkers.


:[ Hallowed ]:
    When a Naiad has become Hallowed, they are powered up. What this means is they have grown stronger as a Pae'il, and stronger in their powers, and the Element opens a new path for them to chose an additional power. The chart above shows the available paths per category.
 
PostPosted: Wed Dec 19, 2012 9:49 pm
Earth Powers Process


_________Elemental Pae'il powers are chosen for them by the elemental spirits that guide their lives. Rituals are conducted to prepare the Pae'il, and ask the spirit for a special blessing. It's a community event when an Elemental Pae'il is chosen for their power.

:[ Earth ]:
    Teenage Fauns can make an offering to the Earth Spirit for their power. They must search the ground for a fallen branch of Laisidhiel, (or the tree of their clan) and carve their name in to it. The branch must be sacrificed on the ceremonial fire pit, and the ashes recovered. Earthmother, Vanya or Rais will sprinkle the ashes in the pool of Laisidhiel’s dew. The ashes will slowly start to come together to create Earth quintessence, and become a light green, translucent seed shape within the dew. Once formed, Rais will collect the quintessence in a ceremonial wooden bowl handcrafted by Takis, the Tree Shaper, and the ritual will be scheduled to include the Faun community.

    The Inner Circle will be present for the ritual, in order to facilitate and induct the Faun into the fold, providing the necessary guidance and information required to become a Defender of Laisidhiel, Faun and the Earth element.

    Chain of commandUser Image:
      Advisor Mo
      • Prodigies
      • Primemorphics
      Lady Vanya
      • Healers
      • Shaman
      Commander Alistair
      • Geomancers
      • Terrakin
      Captain Gulliver
      • Gatekeepers


      How to RP Your Faun Gaining Their Power
      • Reply to this thread, and use the RNG to generate a number between 1 and 7. This is the power category your Pae'il will belong to, and also determines which squad your Faun will belong to.
      • Edit your post to include the code for listing your chosen power (within the rolled category)
      • Include either a link to an RP with the ceremony, or write a short solo with your Faun drinking from the sacred bowl and gaining their quintessence. Include reactions, thoughts, feelings or anything relevant to your Faun gaining a power. The scenario will be the same for all Faun, and all Circle members will be present.
        • Remember this was a choice you Faun had to make. This power is not accidental.
        • By gaining a power, this Faun agrees to join the Elemental Faction as an active representative, defender and fighter (if necessary). He or she can be called upon in times of war, and must defend their own kind and their home before other Pae'il kinds.
      • If there is a conflict with the chosen power, we will quote you and offer suggestions on how to fix the conflict.
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Wed Dec 19, 2012 9:55 pm
Earth Powers
User Image

  1. Shaman
      These Faun have a closer connection to the spirits and "other worldly" aspects of Earth. Powers in this category are similar to the previously universal Soulbinder powers, and include sacrificial powers, summoning spirits, curses, and hexes.
  2. Healer
      All Faun that heal and cleanse are considered Healers, regardless of their healing method. Examples of healing powers: healing tears, healing kisses, healing touch, potion healing, medical healing, emotional healing, Taint cleansing, curse removal, antitoxins, etc.
  3. Geomancer
      These are the Fauns that can control earth and nature in all most of its forms (Fauna is the exception, as this is a Terrakin ability). This includes those who cannot only control, but manipulate and create.
  4. Primemorphic
      All Faun who can manipulate matter are considered a Primemorphic. This includes shapeshifting themselves (into inanimate objects only) or transmogrifying other things.
  5. Terrakin
      These Faun are bonded to earth-bound animals, taking on the abilities, including shapeshifting into their chosen animal.
  6. Prodigy
      All Faun who become a Prodigy will be exceptionally good at something not related to magic. This includes all enhanced physical and mental abilities, enhanced technical aptitude and knowledge. This category is similar to Paragon and Mastermind.
  7. Gatekeeper
      These will be the Pae'il who are able to utilize other dimensions in order to travel, or produce items from what appears to be "thin air". This category is similar to Planeswalkers.


:[ Hallowed ]:
    When a Faun has become Hallowed, they are powered up. What this means is they have grown stronger as a Pae'il, and stronger in their powers, and the Element opens a new path for them to chose an additional power. The chart above shows the available paths per category.


:[ Special Fauny-only Abilities ]:
    Faunies were born in a strange land, connected to a foreign magical source. Because of this, First Generation Faunies have different abilities based on their "type". This special racial ability is a power in addition to an Earth-based power they may receive should they join Rais and the Faun in the Elemental Faction.
    • Earth Fauny - Green Thumb: They can grow anything. They don't have to be farmers, but if they choose to be, they won't fail at it. They can grow even difficult-to-grow vegetation
    • Unicorn Fauny - Levitate: they can use magic in their horn to levitate small items less than, or equal to HALF their body weight.
    • Pegasus Fauny - Cloud Control: They can push small clouds around, effectively altering the weather in very small areas.
 
PostPosted: Sat Mar 09, 2013 6:53 pm
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Weaknesses, Costs, and Sources


______________ "For every action there is an equal and opposite reaction" - Isaac Newton

______________ "You can't create something out of nothing. Magic must have not only a source, but a cost."

On Telrunya, there are multiple sources for magic, powers and abilities.
Most Pae'il (Angels and Demons) will get their power from Aika. This can be separated into Ai (Light) and Ka (Dark) magics, which balances the magic.

Before Aika, there were the raw, primeval elemental magics of Telrunya. They include water, earth, air, fire, and void(aether). Each represents a power source for the Pae that were created from their respective elements. (e.g. Naiad from water)

True Magic - this is the power The Creator used, and is actually the product of combining all the raw elements. This power is represented by a pale blue, almost white glow.
The Guardians have tapped in to this power and were able to manipulate it as a result of their ascendence to Guardian status. The new power was called Aika. It has a golden glow.
Dark Power - also known as Taint this power source has nothing to do with The Creator, the Guardians, or the Ancients. It seeps out from the Volcano, and Strafe has found a way to harness and use this power to control Pae'il and bring them to the dark side. Dark Power has a purple glow.
Elemental Power - Water, earth, air and fire are self explanatory. Void is the essence of life and death, mind and body. It can be said Void is key to Magic, bringing the supernatural to the natural elements. Water has a sea-green glow, earth is green, air is cyan, fire is orange, and void is black.

Every ability, power and special skill requires a cost, weakness and a source.
Cost - this is what is given up, in order to perform the ability. Most common, the cost will be Aika for regular pae, and Elemental energy for ancients. It takes effort, stamina and energy to focus and direct magic. Even with magic, you can't make something from nothing. Some abilities will require a sacrifice or an item.
AIKA & ENERGY ARE NOT UNLIMITED! Simple things might not cost as much energy as bigger things.
Weakness - There always has to be a drawback to an ability. You can't shoot random fireballs without them hitting something. Healers and Restorers are the ONLY Pae'il allowed to use "energy cost" as their weakness.
A general rule of thumb for weaknesses is to keep this quote in mind: "For every action there is an equal and opposite reaction".
Source - This should be easy to decide. It's either Aika or Elemental Energy.


**Cost is subjective, depending on the ability. Some abilities can't be "turned on" so they will obviously not have a cost.  

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Sat Mar 09, 2013 6:54 pm
Reserved for Void
 
PostPosted: Sat Mar 09, 2013 6:55 pm
Reserved for Air
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Sat Mar 09, 2013 7:10 pm
Reserved for Air
 
PostPosted: Sat Mar 09, 2013 7:33 pm
Reserved for Fire
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Sat Mar 09, 2013 7:34 pm
Reserved for Fire
 
PostPosted: Sat Mar 09, 2013 8:49 pm
Reserved for future use  

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Sat Mar 09, 2013 8:50 pm
Reserved for future use  
Reply
:[ Role-Play Information ]: ~ Basic RP Info & RP/Plot Requests

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