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Well there's no route where you'd have all your skills. In my first draft there would probably be only one technique per character that they had from the get go.
I'm still making minor additions to the Lore post, so it's not done, just so you know.

Two new ideas:

First of all: we're probably going to go with Trapezoid's weapon idea. In addition to the Raiment, you can choose to spend some of your crystals on a weapon as well(the nature of the weapon is entirely up to you). The more you spend on your weapon, the more powerful, but also the less you have to spend on your Raiment(which impacts your abilities).

There's been an alternate skill tree form suggested to me, and here is my version of it:

Each class has some amount of basic skills, each one has element point requirements, and they are all the prerequisites to unlock more advanced skills in the same sort of vein.

For instance, one branch of skills for the Knights could be terraforming techniques. The basic would be making a hole to try to trip your opponent. You could expand on it with a variety of things. A fissure instead of a hole, or put spikes in the hole. Each level you get to add one to your repertoire, but some will have element point requirements. So you could only advance so far in the terraforming skill tree if your Earth is low.

This would make it slower gaining skills, and I would compensate by handing out levels more often. But it would make characters more specialized, and allow you to make your skill choices over time instead of basically deciding it all at once.

Thoughts?
Something I'd like to remind people who might be thinking about possible skills is that not all skills will literally utilize the elements. Earth could throw a big rock or change the shape of the earth, but it could also hold something in place, make your body(or your friend's body) stronger and things like that. They can be literal, but they don't have to be.
No, it wouldn't because not all skills will be learnable at level one. Some may be level three even higher at the highest element affinity, and such skills could be beyond the reach of anyone who doesn't have top tier affinity.

But, on the flipside, there will be skills that require both elements. And if you put all of your points into one, you won't be able to use them at all either.

This would basically make there three possible paths for each class.

If I do just revert to the skill point idea, I will still put element point limits on some skills. So that there's upsides and downsides to your element choices. But, if I do that I will also give out some arbitrary number of element points with each "level up."

I'd like to hear more people's thoughts/questions about these things.
Okay, so let's finally get us some Lore.

Human Protectorate: A blanket term for any and all human settlements that have entered into a contract with the Hero's Consortium. These settlements are protected by the Consortium(from outside forces as well as from each other) and in exchange they give their children up in the Drawing, whereby new Heroes are chosen. With the exception of Spire City(which is managed by the Consortium directly) the various settlements and city-states in the Protectorate are self governing, but defer to Consortium decrees.

Heroes' Spires: Three towers that lie in a triangle, each taller than the last. The shortest of them still towers over Spire City, but the next is nearly twice as tall still. The last reaches up further than the eye can see. They say it's so the Ascendants can step off of the roof and into space. Each houses one of the three Realms of the Hero's Consortium. The shortest being the Knights, the tallest being the Ascendants. The exact use they make of these towers varies.
The Spire of Earth is the Knights Headquarters, and most consider it to be the real heart of the Consortium. It holds the barracks and facilities for the Knights, and the rooftop courtyard is where the heads of the Realms meet to discuss important matters.
The Spire of Sky is actually open to the public, and has launching platforms for all manner of aircraft. It is the hub of travel for Spire City. In addition to this service, the Monks are always happy to give advice in spiritual and interpersonal matters(note that this generally applies to the "balanced monks" and not those who rebel).
The Spire of Space is largely empty, owing to it's massive size, coupled with the Ascendants' meager numbers.

Spire City: The capitol of the Human Protectorate. It gathers around the Heroes' Spires. It forms a rough triangle, with three districts, named after the three Realms.
Earth District is full of agriculture, and feeds most of the Protectorate, even those who live outside of Spire City. Laborers and builders also often call this district their home. Earth District locals like to consider themselves the physical backbone of all of humanity.
The Sky District is the industrial heart of the city. Mechanics, elemental artificers, that sort of thing. It is always loud, and sometimes vibrates with magic.
The corner that is called the Space District is, like the Spire it surrounds, surprisingly empty. A lot of people feel uneasy around, or openly distrust the Ascendants. Many of the inhabitants of Space District are similarly unwanted elsewhere, though the district is also home to other eccentrics like artists and musicians. The district is full of empty buildings that were built when the Consortium was young, and the Ascendants had only just formed. Over time a lot of people migrated to the other two districts, leaving a lot of derelict buildings for the homeless and social pariahs to appropriate. The Lord of the Knights is constantly pressuring the Master of the Ascendants to repair the district, but he goes unheeded. The Ascendants' lack of attention makes the Space District a favorite hideout of thugs. The whole place is an odd mix, there is both extreme poverty and affluence.

The weaving of elements has existed for as long as history has, but for most of humanity's memory there were only four elements. Sun and Void were discovered after a meteor crashed down near what is today Spire City. A curious artificer investigated, and found what he recognized as element crystals, though he had never seen any like them. He experimented, and was the first ever to use Void. The first Ascendants were the artificer and his apprentices, who all started learning to wield Void, and slowly gained affinity. The artificer simply disappeared over time, and today this is recognized as the first Ascension. Early Ascendants traveled to space, and discovered more Void crystals, as well as Sun crystals which seemed incapable of entering the atmosphere on their own.
In their natural states, the two elements opposed each other, and reacted violently. But the clever artificers found ways to weave these reactions to their advantage.
The Ascendants joined the Monks and Knights who already lived in the land, and formed the Hero's Consortium. Overtime, humanity saw the prosperity that they had, brought on by the advanced technology that Void and Sun were key components to.

Today, most of the human race is under the Human Protectorate, which ushered in a golden age for all of the earth.

But, starting a century and a half ago, strange creatures, who called themselves the Orsim, appeared. They wielded the Void without needing Raiments or crystals, and they were hostile to humans. Their numbers seem to be growing all the time, forcing them to expand and take more and more land.
The Orsim stand head and shoulders over humans, have gray skin and black hair. Their eyes are pure black pits, and their Void powers seem to come from them. When they first appeared, they fought with primitive weapons, but as they've taken human technology, they've made it their own and now fight with more advanced means. They come from the south pole of the planet, where the sun disappears for months at a time. Indeed, they seem to be averse to the sun, only acting at night, and going largely dormant when the sun shines over their domain. They are not brutal or cruel, but they are merciless and unrelenting.
They are part of the reason that people distrust the Ascendants. There are those who believe that the two are connected somehow, despite the fact that the Ascendants were around for centuries before the Orsim appeared.
Okay, so this is my current thought for the skill tree. Instead of assigning points, you'll just have a level, and we'll level up frequently(if you go missing you may miss level ups, so you'd be weaker than the rest when you returned). And the different skills will have different level requirements depending on your element percentages.

Example(using the 30 points total):

Monk skills, Glide.
Level requirements:
1(25-30 Air)
2(20-24 A)
3(15-19 A)
4(10-14 A)
5(5-9 A)
6(<5 A)

That way you won't have to sacrifice skills, and instead you'll learn them in the logical progression for your class and element ratio.

I truly don't think that that is too complicated, does anyone disagree?
If you happen to be on, maybe give me some skills that you'd like to see, plus's the class and element(s) that you think they should belong to.
Okay, yesterday was my wife's day off, which meant that my spare time was spent with her(I'm a great husband, dammit) but tonight I can put some serious work into this. Right now I work the middle of the day, so I should be able to get on around five, Eastern time, just so you folks know.

So my thought was this(and I'd love opinions and possible edit suggestions):

Thirty points to assign(Ascendants get 25) and they can divide them however you want between the two elements of your Realm. I will come up with a skill tree, which you will get to put points into whenever I choose to assign them(probably I will assign them for everyone at the same time). The skill tree will have abilities that aren't literal interpretations of the element in question. You will have control of your literal element from the get go, and your power and skill with controlling it will go up automatically as you "level up" in proportion to how many points you put into it in the beginning.
The skill tree, I think, will be divided into the two separate elements, and a third route for both combined.

The numbers aren't for any math, they're just for direct comparison(you have fifteen points in Earth? Well I put twenty, so my earth control is stronger).

I'm trying to think of how the Raiment points will affect your skill tree. The only thing I can say for sure is that if you have your character geared completely to one element, you will not have any access to skills from the other, or mixed skills.
I'll try to get some lore out tonight, but don't have time this second. In the mean time, bump.
It's going to be very futuristic. I'll expound upon more later, but I'm heading off to work right now.

In the mean time: what do you think works well for RP point systems? What doesn't work?
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