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Mechanics I will shed some light on right now.

I was thinking(if there's overwhelming negative reactions to this, then I will abandon it) of having a sort of point system in play. You will of course choose your Realm, and you can divide some arbitrary number of points between the two elements that fall into it(Ascendants will have an arbitrary number of points fewer than the other two classes, because of aforementioned necessity of an anchor element). This will represent how much of the "element crystals" you have.

I also thought about building literal skill trees and assigning points as the RP goes on. If people are open to that idea, I would love to implement it. I'm actually very fond of skill trees.

Whether I do that or not, these are the kinds of powers the various classes would use(in addition to the literal interpretations of their elements):

Knight: buffs, and blunt force attacks, basically. Healing would actually fall in their domain as well.

Monk: Gliding and possibly upgrading to full fledged flight. Possibly transfiguration. They can meditate and connect to the minds of other meditating Monks. Monks are actually not ruled by any single person like the other two groups, they instead operate off of a collective thoughtfield.

Ascendant: Teleporting, bringing objects into existence(simple objects, no biological or machines) and making objects disappear(same caveat).

Common cultural behaviors. There are outliers, and remember that there are still ways to use these traits in a way that makes the character your own.

Knights: the obvious prideful sort of things. A lot like American soldiers, just like the Marines think they're the elite branch, the Knights consider themselves the backbone of the Heroes Consortium.

Monks: Monk doctrine encourages the use of both of their elements equally and in balance, but they have a surprising amount of outliers in either direction. Though some fall in with the doctrine, a lot of youngsters find it stifling and rebel in small ways. There are probably more single element users in the ranks of the Monks than in either of the other two.

Ascendant: Detached from reality, and easily distracted. Especially as their affinity increases. On the flip side, a lot of them try to find ways to counteract this side-effect of their Realm.
It's only inspired by the aesthetic I got from playing the Destiny Beta, this is not meant to take place in the same world, nor is it meant to be a copy.

There are six elements, divided into three Realms.

The Earth contains the elements of Earth and Water. Together, they make life.

The Sky contains the elements of Air and Fire. Together, they are the storm.

Space contains the elements of Void and Sun. From them comes all matter.

Those who draw their power from the Realm of Earth are Knights. Masters of their own bodies. Earth is their strength, Water is their skill.

Those who draw their power from the Realm of the Sky are Monks. Masters of their own spirits. Air is their peace, but Fire is their passion.

Those who draw their power from the Realm of Space are The Ascendant. Masters of reality. They carry the Sun, but will fade into the Void.


Okay, real talk time. I haven't decided too much on the world as a whole, but it is shaped by the three "classes" that exist in it.

The thing to remember about them is that they aren't necessarily cookie-cutter archetypes. Knights aren't all big armored lugs, and Monks aren't all pacifists who speak in riddles. They are merely those who follow the elements of their chosen Realm. A skilled martial artist is just as much a Knight as an armored swordsman.

In this world, heroes are chosen at random, at a young age. Taken from their mothers before they can speak, and raised in the Heroes Consortium, an organization run by the respective heads of the Knights, Monks and Ascendants, and dedicated to the continued preservation of humanity.

By the time the young Heroes reach puberty, the Realms start to argue over them. Each wants as many new members as they can justify taking, and they will use whatever means they can to ensure that their force is the strongest. The Knights want glory, the Monks truly believe their path is the right one, and the Ascendant simply always need to replenish their ranks.


In addition to the literal interpretations of the various elements, they also have attributes of their own.


Earth: Strength, solidity, permanence.
Water: Precision, skill, luck.
Together, they make life, whose applications are obvious.
Knights focus their powers into their own bodies, to make themselves unbeatable in battle.

Air: Freedom, speed, change.
Fire: Passion, power, the spirit.
Together they make the Storm. A force that can't be controlled easily, and which brings unpredictable change.


Sun: The power of a star, fusion. Radation. Scorching heat and blinding light.
Void: Nothing. Absence. Bitter cold and deafening silence. While their Sun powers are radioactive, their Void powers can absorb it safely.
When brought together, they can form new matter. An adept could recreate a diamond, but young Ascendants find that they can only create shadowy imitations of solid matter which will sublimate after time.
The ultimate expression of the Ascendant's power is for them to Ascend. To fade away and join the cosmos. This is why they are so few in number. The Ascendant closest to this goal is considered the Master of their order. The Knights and Monks criticize this practice, as the Master is constantly being replaced, sometimes multiple times a year. The Ascendant's argue that those closest to Ascension would give the same orders anyway.
Young Ascendants are encouraged to weave Earth into their first Raiment. To anchor them so that they don't fade away while still learning to control their powers.


The elements are present in the world as crystals, which can be woven into various materials to make the Raiments that are responsible for the powers of Heroes. A Knight would weave Earth into armored plates, and water into a cape or a sigil. The Raiment is the set of clothes that a Hero wears. As they bear them, they gain affinity over time, and become more attached to the elements they chose. The greater the affinity, the greater their power.


I hope this isn't too much of a confusing mess, they are all thoughts from work. If you have any questions, I can answer them.
I like all of them, so I may stick around regardless of which gets voted.

But I vote for the KH one. It looks like you're going to make a good one, and a lot of them are just annoying people running around being OP.
We could stand to replenish the ranks after losing most of us.
Bruce had barely sat back down when he had to get up and move to the briefing room. It seemed a little odd that they'd move straight to a mission. It was like playing a game the same night of open tryouts. But then, most football players aren't Titans. Bruce may have come off worse against robot guy, but he hadn't been using his powers. Hell, worse, his powers had messed up. It's a lot easier to stay desynced forward than to stay in sync. He would have dominated if he could use his speed. He could probably take on any of them at his fastest. It doesn't much matter what your power is if you get hit five times before you know you're under attack.

His in-transit musing meant that Bruce arrived in the briefing room with his ego re-inflated and ready for whatever they dished out. He saw Press waiting there already.
"Hey, lemme ask you something," he said, seeming like he might mention their fight, but instead he said, "Why do you pet the robot bird? Does it feel it? Does it care?"
One last bump.
Went with a vampire in the end.
Taking the liberty to bump this.

I don't know how many people are just working on CSs, since Fell wants them PMed so we can't really see.
Oh, but are we going to start a new thread?
Well I know nobody else was aware of my deliberation, but I've been considering whether I want to stick around what with the changing of the watch, as it were.

I've decided that I will, after seeing what Imp laid out. They seem to have a plan, so I'll stick it out.
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