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Project: Alpha Pack
Project Started: 20th February, 2012 Last Update: 30th March, 2012
Project Owner: Neuro Project Members:
Project Type: RPG Project Progress:


 

Public Forum ::. Elemental Types
 

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Neuro

Ludologist

Registered
  29/10/2006
Points
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Game of the Week WinnerVIP MemberI'm on a BoatPokemon Ball!
7th March, 2012

[[ Note: I'm going to be posting various bits of information like this as forum topics. Should be cool to see all the reference material here ]]


Earth - Creatures of the land! Highly adaptive, you will find them in dry deserts and dank swamps, high above in mountains and deep below the surface. They aren't all tough and slow - many specialize in mobility across the ground or through it!

Water - Water creatures will be amphibious, and largely land-based - beach or lakeside dwellers. Elemental moves will defensive or mobility-based. Fog screens are a specialty for advanced Water Creatures, as is fading completely invisible! For the most part, they will battle physically.

Air - Not totally flying. Wind-based powers. Of course, also flight-type moves and the actual ability to fly for many. Some weather-based stuff. Not so much direct damage, more about control. Maneuvers and counter-attacks!

Fire - Blazing offensive! All are capable of producing intense flames, and often the smokes and ashes that come with them. Fire creatures are fearsome and relentless in battle, yet elegant, with the temperament of a flickering candle.

Flora - The plants themselves, given sentient forms. Widely regarded as guardians of the natural world, and symbols of purity and growth. In battle, they use growth to full advantage. A Flora creature will have a lot of staying power, with various moves to recover health and stamina. They also tend to favour ranged attacks and moves fueled by Spirit.

Fauna - Embodiments of animal spirit. While at first appearing simple, they are far from it. They are smart, tactical, and often have a move for every situation. Usually agile, to give them an edgel. They make the most loyal of companions, and give as much as they get.

Creep - Dastardly hunters. In battle they will wait for the right oppurtunities to strike deadly blows. Sometimes equipped with poisons. Their stealthy favour can make them awkward in battle, at least in the hands of an inexperienced trainer. They can range from bugs and lizards to ghost-like or mystical creatures.

Ice - Often dark and reclusive. In battle, they are renowned for their stamina-draining abilities. Against intense cold, most creatures will only last a few rounds. Ice creatures usually lack direct offense, and win through attrition. Merciless, like a raging blizzard.

Mineral - Affinity with mountains and caves. They can be formed of stone, metal and gems. None are as tough as these creatures! Mineral creatures are among the rarest and most difficult to find in the land.

Cosmic - Mystical, highly Spiritual. They harness cosmic energy in many ways, but most spectacularly for powerful beams of light. Quite often, their physical forms will appear weak, but they can be deceptively tough, strong, and fast. Compared to any other element, their methods are unorthodox, and battles with them could turn out any number of ways. Chaos is their game.

 
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