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Yeah, definitely a good idea. So that it's as versatile as all the other "mancies"
X_X The first one. I understood it so well that I didn't even consider that it might be unclear from the outside.

Your elemental ratio is just your potential, like Sage said, if you have 25 points in Void you can have Black Hole(upon reaching level seven) and everything below. Your elemental ration determines which skills you can get, and you get skills by spending a skill point on them upon level ups.
The OOC exists.
I'm going to open up right onto action with the IC, we'll be sent on a mission to the very edge of the Human Protectorate's territory.
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 spirit

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.



CS:
Name:
Age: You'll be a young hero, between 15 and 20.
Gender
Appearance:
Weapons: You should have a close range and a long range weapon.
Class:
Level: This will change, I expect you to keep your own CSes updated.
Elemental ratio: You have thirty points to assign(Ascendants have 25) between the two elements of your class.
Skills: Please put in a hider, especially later when you have a lot. You may have one skill to start with.







If you have any questions feel free to ask!
Okay, I think the skill tree is done. Tell me if you see something that you think is a flaw or broken or over powered or underpowered. I made it from scratch, so I've been catching things like that constantly as I've been working. It wouldn't surprise me to find more.

I gave the Monks a slightly Fire skewed ability that lets them be reborn upon death. They will start out weaker than they were, but will have more inherent potential(especially with the element of Fire).
Going to run an errand, then will come back and finish work on this.

I think I just need literal skills for Water(easy peasy, I bet) and then some non-literal skills for Fire(not as easy, but we'll see what I/we come up with).
I think I'll just add level requirements into the prerequisites for certain moves.

Before I can implement any decision, I need to decide how often we'll level up.

I think I'll be doing the OOC tomorrow.
So I dunno what you guys think of this:

I kind of gave the monks a schtick where the more powerful single element attacks are completely out of their control. The idea is that they're supposed to be in balance(as per their Realm's mainstream philosophy) and a lack of balance equals a lack of control.
I also feel like I need to put some other limitation on the super powered attacks. To keep us from getting them too early.
I like that route for water.

I feel like invisibility would seem a little weak, to be honest. When you put it beside the others. Plus, I gave Sun illusion powers(by manipulation of light).

Maybe a black hole? Kind of falls in line with the whole "super attack" schtick I've got going with the rest of them.
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