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Daratan

This world is home to the six clans of Daratan: Hayvn, Septur Kana, Arcanthul Saravya, Siram, Zalaes, and Lucenoc.
 
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Shurik Sidorov

Shurik Sidorov


Posts : 127
Join date : 2010-11-30
Age : 34
Location : Arcanthul Saravya

Full Limit Write Up Empty
PostSubject: Full Limit Write Up   Full Limit Write Up EmptyWed Jan 18, 2012 10:32 pm

Limits Of Clan:

Weapons: Spears, Swords, Hammers, and other melee weapons. Small amount of people can use bows and long range weapons of that nature.

Saravya's abilities revolve around the heavy manipulation of Fire and the manipulation of Air. Air is considered an unnatural element to control passed the point of creating small spheres and being able to create small gusts.

However, as the restrictions to one's abilities remains heavily influenced by their specialty and training. The normal Saravyan cannot create more fire than ones body mass at any one time unless they are more versed in the ways of fire. Specialists can produce more flames than one who is new to the ways of the flame.

An Saravyan can spread fire, as in its natural nature, but throwing the fire at an opponent can be inaccurate due to its wild and unpredictable nature. The more focus and energy put into the throw is equal to how accurate the attack is.

To create fire and use it as an attack takes more energy than to draw an open flame to ones body and use it.

The amount of fire that can be manipulated from an open source is equal to the amount of flame present. A candle will give you a small amount of flame, while a raging blaze will provide an indefinite amount of fire

Fire and wind can go hand in hand, but the percentage of ones abilities in the way of one adversely affects the other.

Fire % / Wind % - Ability

90-99% / 1-10% - Cannot have 100% fire. Wind ability is used to naturally cool and fan flames lightly at 1%. Fire burns hotter and is more powerful, but the amount of time it can burn for without risking exhaustion or harm to self is greatly reduced. The color of flames can be altered as higher levels are reached. Can increase intensity of flames but cannot fan them very far. Fire cannot be thrown without being extremely inaccurate.

80%-89% / 11-20% - Wind grows slightly in power, able to produce small gusts that can move twigs and leaves. Wind can also fan flames to spread father and a little more rapidly. Fire becomes less powerful and less intense, but gains a small amount of accuracy when thrown and the time you can handle is increases slightly.

70%-79% / 21%-30% - Wind is now strong enough to divert, slightly, the path of projectiles shot from a distance, Med-Long to Long Range. Wind can now be used to produce gusts that can move smaller branches somewhat. Fire intensity drops exponentially. Throwing accuracy of fire increases again. Length of time for handling fire increases. Fire can be spread wider and more rapidly.

60%-69% / 31%-40% - Wind can now move small branches with ease. The ability to divert long-range projectiles becomes easier. Gusts can now be formed into loose waves and shapes and mixed with fire. Handling for fire increases as intensity decreases to lowest point. Fire thrown is almost at peak of accuracy. Fire spreads rapidly but also begins to die out quickly.

51%-59% / 41%-49% - Wind does not change from above category. Handling of fire, accuracy of throws, spread of flames, and how quickly they die out once spread now almost reach peak. This point is best suited for coating self in fire, coating weapons in fire, and creating swords and other arms from flames themselves.

50% / 50% - Perfect balance of fire and air abilities. Accuracy of thrown fire peaks at an 85% hit chance. Fire can now be spread at a peak of ten feet from standing point. Fire dies out as quickly as twenty seconds once spread. Wind powers begin to increase beyond fire. Can form harder shapes with the wind, small spheres being the limit. Blocking medium range projectiles becomes possible, to a point. Fire and wind base point. All Saravyans are born at this point. Childhood years decide further development in one or, sometimes, even the other.

40%-49% / 51%-60% - Saravyans are considered unnatural if this point is reached. Wind becomes more prominent then fire. Firepowers are extremely limited, reduced to creating small flames, jumping fire from one source to self, and throwing small fireballs. Wind powers increase to include the ability to form slightly larger spheres of air, the ability to condense air and send out waves to knock back opponents. These manipulators are not executed at this point. Any further growth into this area is means for exile or worse.

39%-1% / 61%-99% - The abilities of fire are all but wiped from the host, the last remaining remnant of a fire manipulator being the creation of fire for a very short period of time. Most Saravyans are executed before they can reach this point in their abilities. The power of wind grows with every 10% of wind gained over fire. At the point of 99%, any projectile shot from almost any distance can be diverted to another point. Spheres of air are now condensed enough to sit upon and ride. Air itself can be condensed and thrown out to hit like a hammer, but cannot be manipulated to slice. The powers are mostly speculation, based on myths of true air benders in the city, and what has been seen from the monks and royal bloodline.

Fire Perfection – A normal level soldier can reach this point after years upon years of training in the academy. They gain the 50/50 mark, but are able to use higher fire manipulation abilities. In actuality, they are 80-90% fire and 50% Wind. (Character age limit for this form is 50 years of age, and your CS MUST detail the training experienced at the academy along with other training.)

Perfection of Element – Only non-aggressive monks can reach this point. Air and Fire become perfectly balanced, 70%-80% Fire Abilities, 70%-80% wind abilities. (Monks Must be 60 years of age or older, requires more detail and the solemn promise to harm not man or creature, ever.)

Royal Perfection of Element – Only the Royal family can reach this point ever. This is because the oldest royal members can reach a peak of 90% fire Abilities and 90% Wind abilities. Only in times of dire need and for the festival of revival are the royal blood allowed to display their true prowess in the elements mentioned. If these abilities are shown anywhere outside of these conditions or training, then the Elder is executed by the other men of the family. (Royal Units must be 60 or older, Royal Bloodlines must achieve 50 years of age to reach this point, the one exception being the king or queen, who can obtain these powers as early as 40. Details must be extremely crucial, and detail out every aspect of training.)

True Perfection – Only one Saravyan has ever reached this point and lived through it. The average lifespan of one Saravyan is 85. The legends and stories of old state that this one man reached the age of 126 before death took him in his sleep. Named The True Elder, this one man could manipulate both elements to 100% of their limits. Said to have birthed the Saravyan royal line. The king is assumed to be the reincarnation of the True Elder. One is born every 100 years. At true peace with the world, the man knows not the terms of war or killing. Saravyan speculate that The True Elder will return and bring peace to the entire world once more. When the true elder is born, the new family he is born under takes power, and the former family of the True Elder steps down. (IF YOU ARE EVEN CHOSEN, Character must be at least 100 years of age to have all abilities, and I hope you can write a goddamn book if you start from that point.)

The Epitome of Saravyan Fire Manipulation is the ability to pocket air and explode it with a flame they send to that point. This ability is only taught to those of Royal blood and those deemed worthy by the Royal Family.
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