Post by Seiryuu on Aug 10, 2012 13:40:57 GMT -5
Elementalists within the clans are categorized into five different levels.
Since this RPG is plot-driven rather than battle-driven, rules for the different levels are generalized. There is no dice system set up, but players are expected to use proper roleplaying (no godmodding, common sense, etc) to make the game enjoyable for everyone.
Level One: Beginner
Typical Rank: Citizen
Training: No formal training
Description: Minimal abilities, very subtle manipulation. Beginners usually stick to textbook applications of their power and learn to do one or two things with it only. Loss of control isn't a big issue, because there isn't much happening that can go wrong.
Examples:
Aer: Minor winds
Ignis: Candle-sized flames, if fire is already present
Aqua: Control water flow, manipulate water droplets
Terra: Small portions of earth can be manipulated
Level Two: Standard
Typical Rank: Citizen, Keeper
Training: Small amounts of training, usually informal
Description: Moderate manipulation, users have a small measure of creativity within their element. Loss of control could result in minor incidents usually contained within a few feet, and a minor backlash. Upper Standards with signs of advancement will be considered for Keeper position.
Examples:
Aer: Winds strong enough to start moving more weighted objects
Ignis: Create candle-sized flames, manipulate larger amounts of fire if already present
Aqua: Increased water pressure, manipulate small amounts of water (water-bottle amounts) for short periods of time, breathe underwater
Terra: Move heavy stone, crush light rocks
Level Three: Intermediate
Typical Rank: Keeper, Knight, Bodyguard, Clan Head Family (above 18)
Training: Formal Keeper training under an older Knight, Clan Head Family members have their own private sessions after the age of 18.
Description: Intermediate manipulation, moving away from standard abilities and more towards specialization. Loss of control means collateral damage, and possible physical injury to self and others. Intermediates with signs of advancement and resourcefulness will be considered for Knight position
Examples:
Aer: Self-levitation, levitation of lighter objects
Ignis: Heat up inanimate objects, raise body heat minimally, create large globes of fire from air
Aqua: Alter water temperature (freeze or boil), manipulate large amounts of water,
Terra: Crack large stones, small localized quakes within sight range
Level Four: Master
Typical Rank: Knight, Bodyguard, Clan Head Family
Training: Master elementalists must have full training in human anatomy. Some may train under others, but Masters typically train alone and teach others.
Description: Masters are experts in their specialization, not all areas of their element. Loss of control is extremely dangerous and could result in hospitalization or death. Masters are typically considered as bodyguards for the Clan Head Family.
Examples:
Aer: Removal of oxygen from air, whirlwinds, temporary flight
Ignis: Immune to high levels of heat, create fire tornados
Aqua: Walk on water, create tidal waves
Terra: Earthquakes, control blocks of earth, create quicksand, create sandstorms
Level Five: Grand Master
Typical Rank: Knight, Bodyguard, Clan Head Family
Training: Grand Masters must practice regularly.
Description: Level five, Grand Master, is a status very rarely achieved. Only one out of every 1,000 elementalists reach this level, which comes with both great power and great danger. Loss of control could result in city-wide disaster.
Examples:
Aer: F4 tornadoes, remove all air in target's body resulting in implosion
Ignis: Firestorms, produce lava
Aqua: Freeze the water in target's blood, mass flooding
Terra: Earthquakes with seismic scales of 7 or higher
NOTE: Grand Masters cannot be requested in a character's application. IC events and mod approval can lead to a level four elementalist being elevated to level five.
Training Regiments
Budding elementalists are given very basic training while in high school, which doesn't go farther than learning to contain their element. For those who want to pursue elemental training, there are several paths they can follow: some on their own, and some not so legal. The most popular path is to join the Keepers.
Recruits are trained a couple times a week by a senior Keeper in the months leading up to the Keeper Evaluations. Those who pass evaluations are taken in as Standard Keepers, where they will continue to be trained regularly in groups of five to ten. If their element remains under control and continues to grow, they are trained increasingly powerful techniques.
Once they reach Intermediate level, Keepers are trained by a Knight instead. They are then eligible to then take the Knight Evaluations. Knights who pass the evaluations are trained by a Master or Grand Master level elementalist.
Alternatively, strong Keepers can choose to train for the Bodyguard position rather than the Knight position.
Clan Head Family members are trained individually rather than in groups, usually by a Master level elementalist.
Since this RPG is plot-driven rather than battle-driven, rules for the different levels are generalized. There is no dice system set up, but players are expected to use proper roleplaying (no godmodding, common sense, etc) to make the game enjoyable for everyone.
Level One: Beginner
Typical Rank: Citizen
Training: No formal training
Description: Minimal abilities, very subtle manipulation. Beginners usually stick to textbook applications of their power and learn to do one or two things with it only. Loss of control isn't a big issue, because there isn't much happening that can go wrong.
Examples:
Aer: Minor winds
Ignis: Candle-sized flames, if fire is already present
Aqua: Control water flow, manipulate water droplets
Terra: Small portions of earth can be manipulated
Level Two: Standard
Typical Rank: Citizen, Keeper
Training: Small amounts of training, usually informal
Description: Moderate manipulation, users have a small measure of creativity within their element. Loss of control could result in minor incidents usually contained within a few feet, and a minor backlash. Upper Standards with signs of advancement will be considered for Keeper position.
Examples:
Aer: Winds strong enough to start moving more weighted objects
Ignis: Create candle-sized flames, manipulate larger amounts of fire if already present
Aqua: Increased water pressure, manipulate small amounts of water (water-bottle amounts) for short periods of time, breathe underwater
Terra: Move heavy stone, crush light rocks
Level Three: Intermediate
Typical Rank: Keeper, Knight, Bodyguard, Clan Head Family (above 18)
Training: Formal Keeper training under an older Knight, Clan Head Family members have their own private sessions after the age of 18.
Description: Intermediate manipulation, moving away from standard abilities and more towards specialization. Loss of control means collateral damage, and possible physical injury to self and others. Intermediates with signs of advancement and resourcefulness will be considered for Knight position
Examples:
Aer: Self-levitation, levitation of lighter objects
Ignis: Heat up inanimate objects, raise body heat minimally, create large globes of fire from air
Aqua: Alter water temperature (freeze or boil), manipulate large amounts of water,
Terra: Crack large stones, small localized quakes within sight range
Level Four: Master
Typical Rank: Knight, Bodyguard, Clan Head Family
Training: Master elementalists must have full training in human anatomy. Some may train under others, but Masters typically train alone and teach others.
Description: Masters are experts in their specialization, not all areas of their element. Loss of control is extremely dangerous and could result in hospitalization or death. Masters are typically considered as bodyguards for the Clan Head Family.
Examples:
Aer: Removal of oxygen from air, whirlwinds, temporary flight
Ignis: Immune to high levels of heat, create fire tornados
Aqua: Walk on water, create tidal waves
Terra: Earthquakes, control blocks of earth, create quicksand, create sandstorms
Level Five: Grand Master
Typical Rank: Knight, Bodyguard, Clan Head Family
Training: Grand Masters must practice regularly.
Description: Level five, Grand Master, is a status very rarely achieved. Only one out of every 1,000 elementalists reach this level, which comes with both great power and great danger. Loss of control could result in city-wide disaster.
Examples:
Aer: F4 tornadoes, remove all air in target's body resulting in implosion
Ignis: Firestorms, produce lava
Aqua: Freeze the water in target's blood, mass flooding
Terra: Earthquakes with seismic scales of 7 or higher
NOTE: Grand Masters cannot be requested in a character's application. IC events and mod approval can lead to a level four elementalist being elevated to level five.
Training Regiments
Budding elementalists are given very basic training while in high school, which doesn't go farther than learning to contain their element. For those who want to pursue elemental training, there are several paths they can follow: some on their own, and some not so legal. The most popular path is to join the Keepers.
Recruits are trained a couple times a week by a senior Keeper in the months leading up to the Keeper Evaluations. Those who pass evaluations are taken in as Standard Keepers, where they will continue to be trained regularly in groups of five to ten. If their element remains under control and continues to grow, they are trained increasingly powerful techniques.
Once they reach Intermediate level, Keepers are trained by a Knight instead. They are then eligible to then take the Knight Evaluations. Knights who pass the evaluations are trained by a Master or Grand Master level elementalist.
Alternatively, strong Keepers can choose to train for the Bodyguard position rather than the Knight position.
Clan Head Family members are trained individually rather than in groups, usually by a Master level elementalist.