The Elemental Dragons

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Basic Element(s) Information

 
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Fire

Fire is the element of emotional accelaration. One uses the tragic/intense experiences of one's life to vitalize a devastating emotion like anger or sorrow. One then transfers this feeling into combat. You will use your emotions as a catalyst to get your adrenaline pumping and manifest a motivation to fight. This ement is very dangerous because all it is is a continuous release of pure destruction. The usage of fire is the manipulates the constant expression of traumatically deepened emotion. There is no control when using this. While purposely reviving old memories as a "sparking motivation" to fight, this element was made to be uncontrollable. You will simply be building up raw strength within you and then releasing it into an unstoppable onlsaught of strikes. You do not stop to rest, strategize or block. You block while you attack, your adrenaline will keep you going, and your only strategy is to keep throing hits until the opponent is down. With an emotional catalyst fueling you, you will not be able to stop if there is an ally in the way. This is just a pure release of hectic devastation where none are spared.
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Water

Water is the defensive element. Water always has a flow, wherever it is, meaning you want to go with that flow to succeed. As there is a flow within water currents, there is a flow within the tides of battle. This element concentrates on waiting for the enemy to make a move and then use their actions to your advantage. Very rarely do water-users make the first strike, however when they do it is usually subtle and only proceeded in order to provoke the enemy into attacking. One who uses water never truly stops moving once someone makes a move. They will use the opponent's actions to further their own intentions. the primary objective of this element is to make an enemies' movements be a hindrance to their own selves, while also defeating them in the process. This sort of makes it into a 2-on-1 scenario because water-users will make your own actions go against you. they turn disadvantages into advantages while also maintaing their primary skills; it is a very useful element if confronted by mroe than one opponent.
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Wind

Wind is the most non-interactive element of the basic five. This element has more to do with making sure each one of your own actions flow into another so that you can enhance your fighting ability by precisely coordinating every one of your actions to perfectly coincide within another so that the opponent has no time to react. This is sort of the opposite of water. Whereas you use your enemies' actions to hinder them with water, you use your own strategic movements to enhance your ability with wind. Wind is neither stereotypically defensive or offensive; it depends on the user. Wind-users attack with light, swift strikes. These strikes are weak alone, however are proceeded so that a "stacking effect" will provide an incredible efficiency. Wind-users, concentrating on easy and fast strikes, tend to aim for pressure points. In this way, wind is alike water as it it using the enemies' body against them. No one can train their body to resist certain tendencies such as the funny-bone or the reflex-kick of your knee when it is hit(like when the doctor uses that funny hammer). Wind-users take advantage of these weak points and use them to enhance the effects of their blows since the blows themselves are not very potent. Pressure points in the arms, neck, back, and leg are just some to name off. Wind-users will also try to attack certain muscles when they are relaxed. For example, a wind-user would try to strike you in the abdomen when your stomach muscles are relaxed, or even in your fore-arm/bicep when you are resting your arms. This will cause internal damage to your muscles and make it hard to brace yourself for a blow because you will be damaged.
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Lightning

Lightning is probably the most basic element out of the five basic. Lightning concentrates of extremely quick, hard strikes. Lightning is focused so that the user only has to attack a few times, but each attack must be fully successful to be effective. With lightning, you move in swiftly, send a quick, potent strike, and then back out of your opponents' range before they have time to defend. One must play the waiting game while using lightning because, although fewer hits are needed to subdue you enemy, you MUST wait for an opening in their defense to assure victory. Speed is heavily relied on with this element so it is slightly limited for those "larger" characters in our group.
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Earth

Earth is a very simple element to use, however, like lightning, it is a bit exclusive. Earth requires an enormous amount of strength and endurance. It is about waiting for an adequite opportunity to strike and then taking it to deliver a very powerful, heavy blow. Earth solely focuses on strength as a main component. With stength, you can not only plow through any defense, but also stop an incoming strike dead in its tracks. Endurance is necessary not mostly to maintain your striking ability, but more-over so your body can take abuse. Earth-users manipulate their body as their sword, as their shield, and as their armor. If your body is frail then earth is not for you. If you happen to take a punch to the stomach or a kick to the shin, then you have to be prepared to absorb it and keep fighting. Damage is always taken, however a poerful earth-user is determined by how well they can manage WITH that damage. One must endure pain and push your body past its limits so that your opponent wears out ebfore you do. When they become tired, then all you need to do is begin a barrage of powerful strikes and take them down. Earth is basically the element of maximum physical capacity.
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