Post by Voodoo on Mar 5, 2010 14:21:39 GMT -5
Powers
The sub powers in each category must be purchased to gain the Advanced Master of that category. If the equine wishes to only become a master in one of the categories, continue to buy that power(equine only wants Lightning mastery. Buy only Lightning powers). As with anything in this game, the two players when in battle must communicate how and if they want their character killed, severely injured, or even scarred. If battling gets out of hand, I, Voodoo, or another staff member will stop the fight and choose the fairest player from whoever is battling as the winner. If no player can be deemed the winner, the fight will be stopped completely and players will receive a PM explaining the reasons behind our decision.
As with life, no one person is perfect, however, the Advanced Mastery equines are pretty near it. THIS DOES NOT MAKE THEM IMMUNE TO EVERY ATTACK, NOR DOES IT MAKE THEM ABLE TO KILL WITH ONE STRIKE. The characters player is the only person allowed to choose whether the character will die. The staff and I, Voodoo all know how people can become attached to their characters.
These power guideline as just that: GUIDELINES. They are here to provide a look into the powers capability and limits. You have the imagination and power to create anything you can think of within the parameters given, meaning, if your horse is water and sends a pack of water wolves out to kill, use common sense. It is allowed, but it must still have limits. Fire whips are fine, “shotgun” ice attacks (voodoo’s fave ^_^) are fine as well.
most of all, what we are trying to say is have fun!!!
Elemental-
Fire and Lightning- Fire equines can create and manipulate fire and heat. Lightning equines can create and manipulate lightning and electricity. Masters of both Fire and Lightning have the ability to become Advanced Masters in their field. The abilities of Fire and Lightning meld together, causing the now Advanced Master be extremely powerful. One the side of Fire, the equine can now cause volcanoes to errupt, and create deadly Lightning in the dead of winter. A Fire and Lightning equine’s weakness is a water equine’s attack (see Element Wheel)
Beginner-
Fire- The fire equine has weak abilities, forming fire from excessively hot air, fire itself, or very hot ground. At this point the equine has trouble. It takes great effort to try and create any other object than a simple orb. if the equine manipulates the flame to far away from their bodies, the flame dies out. Beginner equines are able to produce a slight increase in the temperature around their bodies. This heat is often uneven, and in some cases may burn the equine. True fighting for territory etc, is not recommended (although everyone has a fair choice to fight or not) with Beginner fire, because it is unpredictable and weak. The color of the flame ranges from a deep red to dull orange. Cost=100
Lightning- can be formed from the sky at this point, not directly from the bender itself, like in later stages of Exposure. Lightning equines at earlier stages, convert the sky’s own electrical energy into their own electrical energy, meaning, they some how change the sky’s electrical properties into their own, which allows them to shoot lightning and static electricity from their own bodies. This strange conversion makes directing the currents easier to handle, but makes lightning weaker then if it came from the creates own electrical charge (early benders get their energy from the sky and naturally occurring lightning, more advanced benders either solely use their own energy, or combined with the energy of naturally occurring lightning). Lightning creation is difficult and weak at best, the current of electricity barely being able to extend past an extended leg. The currents of electricity are unpredictable and random. The level of pain felt at this time is small tingling to a sensation of numbness, to a mild itchy pain. Speaking of static electricity, the equine can “charge” themselves, making their hair stand on end, and if anyone touches the said character, they will receive a mildly “vibrating” shock of sorts. The color of lightning is yellow. Cost=100
Advanced-
Fire- The fire equine’s ability has now advanced so that they can manipulate small flames with great ease. They do not need the heat of the earth, or naturally occurring fire to create flames of their own, they now have learned to create their own. They are now able to form many shapes with the flames, and send the flames farther away from their body. The heat that the fire equine can now put out is greater, and can cause second degree burns (blistering etc). The fire equine has become immune to their own heat signature, and cannot be burned by their own heat. Advanced Fire equine’s are able to fight quite well with their fire attacks, as bending does not tire out as often, and they have more control over the fire.The color of the fire ranges from the deep red of the beginner, to a bright yellowish orange. Cost=350
Lightning- Can now use their own energy to create electricity, rather than the sky. Creation is easier, though the currents of electricity still remain unpredictable. The power behind the lightning attack is greater, causing a great pain and maybe death to the hit equine (if they are hit at all. hit rate is about 5 in 10). The advanced lightning equine can also call upon lightning from the sky, not converting the power through them self, but streams of lightning in the sky. This attack is more powerful, but much harder to handle, causing greater loss of energy. The electricity that comes from the equine is powerful and can now extend up to ten to fifteen feet at best. if the equine is battling more than 2 equines, the electricity attack power will be greatly reduced (lightning has to travel through both opponents) and become dangerously unpredictable. If the Lightning bender becomes tired, or loses concentration, they can become consumed in lightning and perish, unless they release the electrical energy which they have within, using an electrical “dump” of sorts. They push the electricity to their flesh and touch a tree, rock, or any other object (this is static electricity and can be used as a weapon as well) that they can use to absorb their energy. Lightning color has advanced, and is now a whitish blue. Cost=350
Master-
Fire- A master fire equine has advanced so far, they can now not be hurt by their OWN flames, as the fire literally comes from their own bodies. They can form any shape imaginable with great ease. The distance they can hold the flame away from their body is great, making distance attacks a favorite of the fire equine. The massive amount of heat a Master can produce is incredible. They have been known to instantly ignite a tree, causing it to explode, and turn sand to glass. The master fire equine can now cause 3rd degree burns (burn into flesh, and down to actually through the bone) just by increasing their own body heat. This heat can be “pushed” farther away from the body, about fifteen feet, but the father away the heat it, the weaker it becomes. Fighting is done easily, especially if the opponent is weaker. When the fire equine walks, their hooves smoke, and mane and tail smolder. The color of the flames now can range from the deep red of a beginner, to the white, gassy blue of a Master. To the fire equine... the flaming world is their oyster. Cost=750 Total Fire Cost=1200
Lightning- Can now be pin pointed 8 times out of 10 attacks. Lightning from the sky is known to take alot of energy to control, however, it is less unpredictable, and as long as the Lightning equine gages where the lightning “plans” to go, they can use sky Lightning with deadly accuracy. The Master Lightning bender is no longer just a master in Lightning, they are an artist of sorts. As any power takes concentration and devotion, this skill of Lightning manipulation demands great life consequences. An equine who has reached this point in Exposure has trained hard, sacrificing (most likely) their outside lives. Although Lightning takes sacrifices, the power of which the bender holds is more than worth a few years of devoted training. The range of electricity from the body can now extend well past twenty feet, and is equally intense in a chain with up to 4 opponents. Lightning color is now a white hot purple color. when the Lightning equine walks, shakes their mane, or flicks their tail, the lightning equine tingles with purple “static”. This static charge of sorts is a constant reminder that at any moment they can become consumed from their own pure energy. Static electricity can be stored and if needed released in a mass field of sorts, blanketing 6 or more opponents with one violent blast of electricity that has the ability to (much like a stun gun or taser) confuse the body’s own electrical waves, causing the opponent to loose control of their muscles and drop. This attack is not what one would call non painful. Static electrical discharges are extremely painful, and although do not cause death, they will drop someone with little to no notice. Cost=750 Total Lightning Cost=1200
Advanced Mastery- With Advanced Mastery, the equine has gone to great lengths to master both fire and lightning. They have become “one” with the flames and electricity. An Advanced Mastery equine can be told apart from the rest of the "pack" by their mane and tail. When an equine makes that final step and becomes one with their element, their mane and tail turn to flames, the color of the flame depends of the horse and can range from white to black. The flaming mane and tail will act as a natural mane, laying flat against the neck and rump as the equine sits still. Advanced Mastery equines are among some of the most powerful equines (other than the King’s and Queen’s). Advanced Mastery equines have studied and trained hard, and now deserve to be the best. With the greatest ease, the equine can now bend lightning with the flick of their tail, and has an almost 100% hit rate. They can errupt and direct lava flow, even cause lightning in the dead of winter, which is very difficult to create. Cost=1000 Total Advanced Mastery cost (Lightning and Fire inc.)=3400
Earth and Plant-The ability to move soil, rock, and other earth based substances, not including plant life. The Earth power as a whole consists of the added power of creating and manipulating plant life. Plant growth and manipulation allows the user to have a vast knowledge of plants and their healing properties. This becomes apparent during the Advanced Master stage, where one can create any type of medication or poison using plant and earth substances.
Beginner
Earth- Equine has basic knowledge of minerals, and has the ability to pull earth(dirt, soil etc) and rocks from the ground. The bender, at this time cannot create “earth” they can only use what is around them. The Earth equine can pick up and throw small earthen objects the size of a softball. Cost=100
Plant-The equine has basic knowledge of any chlorophic, root growing plant. This includes but is not limited to trees, vines, fruit trees, and flowers (incl. Air orchids). They have the ability to enhance the growth of plants that are around them. They cannot yet create plants from thin air. The Plant bending equine can also use their power to kill plants as well. The beginning equine has basic knowledge of healing using herbs. Cost=100
Advanced
Earth- At this point in exposure, the Earth equine can now create and manipulate earth from “thin air.” They can skillfully create objects from soil and rock, bending them at their will. They have an excelled knowledge of minerals in the Earth. The equine of Advanced Earth can create and locate precious stones and metals like diamonds, rubies, gold and platinum. The Earth bender cannot bend the precious metals at their will. If they wanted to create any object from the metals, they would have to seek out a metal bending equine, or be one themselves. Equines can also pick up and throw medium sized earthen objects the size of a large beach ball. Cost=350
Plant- can now create plants and plant life from “thin air.” They can will the plant of vegetation to move as they wish, but only up to 10-15 feet away, any father, and the plant will fall to the ground a wither away. The Plant bending equine has an amazing knowledge of herbs and their uses. They can expertly make salves, poultices, and even poisons. Cost=350
Master
Earth- Can now expertly maneuver, create, and use soil, rocks, and earth to fight or for any other purpose. The Master can create hills and small valleys. They can mildly shape the world around them, pulling the earth apart and piecing it together at their will. This takes much energy to do, but can be useful if one would like their enemy to trip and fall in a large hole. The Master of Earth strength comes from their sheer power. They are able to create and will hundreds of small rocks, or a ton of soil to use for fighting, or anything else they wish. The Master can create sand storms and mild earth quakes. They are more then knowledgeable in minerals, and can pull gold and precious gems and metals from the ground with ease. The smell of an Earth bender is of freshly turned soil. Cost=750 Total Earth Cost=1200
Plant- Can now create plant life with the flick of a tail or less. Plant manipulation has become simple and the Plant bender is now exceptionally good with working with vines, roots, and other grabbing plants. They can extend the plants to 30 feet with little problem. They have almost perfect knowledge of all plants and herbs in Forever Gray. When the Master Plant equine walks, patches of flowers, moss, or grass appear in their hoof prints. Cost=750 Total Plant Cost=1200
Advanced Mastery- The Earth equine has devoted their life to understanding and expertly mastering ever aspect of earth. There are very little limits to their power. They can literally move mountains, cause massive earthquakes, and split the ground in two (it takes massive amounts of energy, but it can happen). Rocks, soil, and their counterparts are effortlessly shaped into any object. They have perfect knowledge of minerals, gems, and anything else in the ground. Through seismic activity, the Earth Advanced Master can awaken volcanoes and create amazing caves. The limits that once held (if held at all) The Plant bending equine have been lifted. Through life devotion the Plant Bender has studied hard and almost has become part of the earth. They have the ability to create forests, fields, and tropical rainforests...and decimate them as well. They have perfect knowledge of plants and their medicinal/poisonous uses. The Advanced Mastery equine's mane, tail, and any other longer hair has been replaced with vines, roots, or any other plant looking hair (be creative you've earned it!!!!). The “vines” can flower, sway like normal hair, but cal also react to touch of another equine. The equine smells of fresh grasses and upturned soil. Explore your powers possibilities!!! Cost=1000 Total Advanced Mastery cost (Earth and Plant inc.)=3400
Air and Chemical- Air equines have the ability to create and manipulate the currents of winds, the air itself, and the chemicals within the air. An equine who has become a master in Air bending an Chemical creation will have a chance to become an Advanced Master in both fields. Advanced Master equines have the ability to pull and create the chemicals from the elements, and convert them into the air, creating a carpet bomb of chemicals. Airs weakness is Earth. Earth cuts and confuses air currents.
Beginner
Air- Beginner air equines can feel and manipulate the currents of wind around them. At this point they cannot create their own wind currents, but they can strengthen and enhance the earth’s own.the beginner can then meld the air for their own attack and defensive purposes. Beginner Air equines can awkwardly move small objects, such as twigs and pebbles (golf ball sized) with air by weaving tight currents of air around an object, allowing the equine to lift and move it....although not very well at this stage in Exposure. They can create small dervishes (mini twisters). The equine can also create a sort of a shield using air. This shield can either be very dense if pushed together into a 2‘X2‘ square like shape, or spread thin over a wider area to slow and buffer an attack. Air equines can “see” the wind and currents of air, which looks like long pieces of thin, silver thread (when the wind is blowing or one is moving quickly) or like speckles or silver glitter in the air (when one is still or there is little wind) Cost=100
Chemical- Can sense and strengthen the chemicals in the air, water, earth, and fire...meaning the elements. The way a Chemical equine “infects” another with their chemicals are through air transfer. The equine creates a gas like substance that seeps from the given element, and then wills it to travel to the selected target. The Chemical equine is at this point venerable to their own warfare like attack, so it is wise to have them be an air bender so they are protected from their own attacks. At this point in Exposure, the horse can pull the chemicals from the elements, if they are present. This means, if the horse is near a volcano, they can pull the chemicals from said volcano (fire) and use them to their advantage. The most common chemicals used are air and earth, because they are the most common. Water falls in third, with fire taking up the rear. At this stage, the chemicals are nothing more than mild irritants, and usually cause nothing more than an annoying distraction that vanishes within a few minutes. The types of chemicals from the elements have no names, but cause varying ailments. These are the reactions to said elemental chemicals:
Advanced
Air-The Advanced equine can now create and move gusts of wind. They can form small twisters and wind storms. The Air benders shield has doubled in size, now being 4‘X4‘. The shield is a tightly spun bundle of quickly moving air and wind. this takes quite a bit of energy to create as it takes alot of concentration to keep fully strengthened. The shield can either be compressed into the 4‘X4‘ shape of sorts, or spread widely over an area as an invisible buffer. The Air equine can now move things using air more easily. They can pick up and toss small items such as branches and rocks (kingpin bowling ball sized) with great ease and beauty, using currents of air. If the equine tries larger, they revert back to the wobbly and clumsy ways of a beginner. Cost=350
Chemical- The chemical powered equine can now pull and create chemicals from the air, earth, water, and fire. At this level, the horse does not need the element present in order to create the chemical. They have studied long and now know how to create them alone. The chemicals from the first level are now strengthened and are more liable to have an increased effect. The way an Advanced Chemical equine “infects” another with their chemicals is through air, and water transfer (they can now attempt to poison whole herds). The equine creates a gas like substance that now seeps from their own body, and then wills it to travel to the selected target. The Chemical equine is at this point is no longer venerable to their own warfare like attack.
Master
Air-The Air Masters can now expertly move and create gusts of wind. They can create and direct tornadoes and wind storms. The Shield is now stronger, being able to withstand just about anything that gets thrown at, however, this takes quite a bit of concentration, and the strongest level of the shield should not be used unless it is a life or death situation. The “weaker” the shield, the larger it can become, and now the Master Air bender can expertly create a pretty good sized shield (6'X6') that will block most small to medium objects with ease. If spread over the body or surrounding area, the Shield will act as a very good kinetic buffer, lightening blows and softening hits from rocks and ice; however, if hit by fire, the air current will only feed the fire and the air bender will, if hit, become more injured. Air benders at this point in Exposure have learned to glide. Gliding is when an equine moves from a higher point, to a lower point over a distance of 0-100 feet. Gliding is not flying and unless the air equine in question has wings, eventually the air bender if attempting to fly, will fall like a rock. Air equines can also cushion their fall, and by this meaning a small fall, anywhere from 0-25 feet. They have the ability to lift medium sized objects such as large logs and boulders. They however, do not have the strength yet to rip trees from the ground, unless they first summon a tornado, which uses energy. The air equine can also manipulate and partially remove oxygen from the air, suffocating the target in a sense. That being said, they can also add oxygen as well, which would make the target almost high. This uses massive energy, and some air equines do not use this tactic unless they are in dire need of assistance, or in some rare cases, actually want to catch a small high (like in oxygen bars). Air bending equine of the Mastery level are noted to have an extremely fresh scent to them, with every step wafts of air blow from their hooves, and their mane and tail seems to be in constant motion. Cost=750 Total Air Cost=1200
Chemical- The equine who has Mastered the Chemical ability can now create and intensify the chemicals and pollutants from the air, earth, water, and fire. As with the Advanced equine, the Master has improved and strengthened the effects of their Chemicals, making the attacks very dangerous. The way a Master Chemical equine “infects” another with their chemicals is through air, earth, and water transfer (they can now attempt to poison whole herds through the water or food supply). The equine creates a gas or liquid like substance that can seep from their own body,usually their hooves or face if it is liquid form. If the Chemical equine uses their face for liquid Chemical transfer, the Chemical literally pours or drains from their eyes, nostrils, ears, and mouth. This is not painful, but as one could imagine, very disturbing to any other individual as the color of the chemical varies from the type being used (although the color varies from horse to horse, the base colors are simple: black or any dark shade of gray for air, whitish yellow to a creamy looking blue for water, bright rotten brown or green for earth, and anywhere from deep to a bright red for fire). The Chemical equine is at this point is no longer venerable to their own warfare like attack, however if they in fact try to poison a populace, once the chemical leaves their system and is out in the world, they have no control over who it will, in fact hurt, if anyone at all.
Advanced Mastery- An Advanced Master has become so in tune with Air and Chemical, they are now essentially that element. As the Air and Chemical equine meld as one, the benders mane and tail turn to an almost thick foggy substance. The color of the fog depends on the equine and can be almost any color because of the chemical part in the Advanced Mastery. If the character has leg feathers, wings, or any other long bodily hair they too also run the risk (some think it that way) of becoming foggy as well. An Advanced Master of air can now use their shield to block another, but it takes greater energy. The Advanced Master can now also glide great distances, and in rare occasions, glide up, but only for a short time. The Air equine can now also uproot trees from the ground, and toss equines like they were small pebbles. The Chemical aspect of the Advanced Mastery equine has also transformed into something greater, though using this powerful amount of Chemicals is sure to cause very life altering side effects. if the Advanced Master equine is using their full leveled attacks, they must be fighting an equine that can heal themselves, or one that is extremely powerful, because most of the toxicity of the Chemical equines attacks is sure to kill. Some reactions to the Chemicals the Advanced Master releases are suffocation, gangrene, loss of eyes or sight, and third degree chemical burns. Cost=1000 Total Advanced Mastery cost (Air and Chemical inc..)=3400
Water and Ice- Water equines have the ability to create and manipulate water, ice, and their counterparts. Equines that have both Water and Ice skills mastered have the chance to become Advanced Mastery in their “field.” The Advanced Mastery equine can create massive blizzards in the summer, and floods during droughts. Advanced Masters can also boil water; they also have been know to freeze a target solid (this of course takes great effort and energy). Waters weakness is Air, the current able to disrupt the Water equines orbs and such.
Beginner
Water- Beginner Water equines can form unbalanced and malformed orbs of water that originate from the water around them. Creating their own liquid takes great effort, and in some rare cases causes death from brain aneurysms. With that said, when creating and forming orbs of borrowed liquid, it takes great effort to create anything other than a a simple shape. The water as of now is weak and essentially useless when battling, but is useful when one needs a drink. Cost=100
Ice- Beginner Ice benders can change water into ice. Water must be present at the time of bending. The bender can transform water to ice with little to no problem, however do not expect them to be freezing a whole lake, pond, or even a stream. The most one can freeze at this point in time is a small puddle, and weakly at that. Once the water is frozen, that is when the Ice bending equine can lift and toss the Ice. Cost=100
Advanced
Water- At this point the equine can create Water from “thin air.” They can create any object their mind can work. The Water horse can lift and manipulate 10 – 15 feet of water. During battle, or any other time, the Advanced Water bender can feel the fluids in their body. They, at this time cannot tap into such power of manipulating bodily fluids, but one day will be able to. The Water equine can create fog and also create either salt or fresh water. Cost=350
Ice- The equine has advanced to the point where they can now create Ice without water being present. They can now freeze a small pond, freeze water in the ground, they can create frost, and flash freeze plants to the point where they shatter. Cost=350
Master
Water- Can create any object from water and can lift and manipulate 20-35 feet of Water. The Water bender can now work the fluids of the body; liquids, blood, etc are allowed, however, the equine cannot kill another by taking away all their bodily fluids, not make them explode by putting to much water in. The equine can now pull liquid from underground sources and can create whorl pools in any body of water. As the equine has matured in their abilities, their bodies have began to change as well. At this point, the Water horse now has a crisp, clean water scent to them and their hoof prints seem always wet. Cost=750 Total Water Cost=1200
Ice- Can create only Ice from “thin air.” Can freeze lakes (not any of the Great Lakes). Can create objects from Ice such as: spears, blocks, blades etc. At this point the horse has the ability to melt and refreeze the Ice as well, but not manipulate the “ice” while in a liquid state. They can now freeze salt water as well. Cost=750 Total Water Cost=1200
Advanced Mastery- The horse has devoted their life to studying Water and Ice, and now has a deep understanding of how they work. This equine in practically liquid. Water and Ice bending strengths have now increased ten fold. On the Water side, the equine can now create and lift up to 50 – 100 feet of water, they can create tsunami's, water “hurricanes”, and whorl pools that can drive a horse down to the bottom of the ocean or Great Lakes. The Ice aspect of Advanced Mastery allows the Ice and Water to seamlessly bend from Water to Ice, meaning there is little hesitation if any at all between Ice and Water power use. The Ice bender can instantly freeze just about anything, cause frost bite on flesh as well as loss of smaller extremities. As the Advanced Master feels their power growing, their body changes with the power advancement. When one has become an Advanced Master in Water and Ice, their mane and tail, as well as any other “haired” part of them (feathers, belly etc) turns to a substance that looks like water, though has the strength or hair. This substance can be of any color but is usually blue, gray, brown, clear looking, or black. It is flexible like hair is, and when the horse isn't moving, the new mane and tail lay flat against the neck and rump. Cost=1000 Total Advanced Mastery cost (Water and Ice inc.)=3400
The sub powers in each category must be purchased to gain the Advanced Master of that category. If the equine wishes to only become a master in one of the categories, continue to buy that power(equine only wants Lightning mastery. Buy only Lightning powers). As with anything in this game, the two players when in battle must communicate how and if they want their character killed, severely injured, or even scarred. If battling gets out of hand, I, Voodoo, or another staff member will stop the fight and choose the fairest player from whoever is battling as the winner. If no player can be deemed the winner, the fight will be stopped completely and players will receive a PM explaining the reasons behind our decision.
As with life, no one person is perfect, however, the Advanced Mastery equines are pretty near it. THIS DOES NOT MAKE THEM IMMUNE TO EVERY ATTACK, NOR DOES IT MAKE THEM ABLE TO KILL WITH ONE STRIKE. The characters player is the only person allowed to choose whether the character will die. The staff and I, Voodoo all know how people can become attached to their characters.
These power guideline as just that: GUIDELINES. They are here to provide a look into the powers capability and limits. You have the imagination and power to create anything you can think of within the parameters given, meaning, if your horse is water and sends a pack of water wolves out to kill, use common sense. It is allowed, but it must still have limits. Fire whips are fine, “shotgun” ice attacks (voodoo’s fave ^_^) are fine as well.
most of all, what we are trying to say is have fun!!!
Elemental-
Fire and Lightning- Fire equines can create and manipulate fire and heat. Lightning equines can create and manipulate lightning and electricity. Masters of both Fire and Lightning have the ability to become Advanced Masters in their field. The abilities of Fire and Lightning meld together, causing the now Advanced Master be extremely powerful. One the side of Fire, the equine can now cause volcanoes to errupt, and create deadly Lightning in the dead of winter. A Fire and Lightning equine’s weakness is a water equine’s attack (see Element Wheel)
Beginner-
Fire- The fire equine has weak abilities, forming fire from excessively hot air, fire itself, or very hot ground. At this point the equine has trouble. It takes great effort to try and create any other object than a simple orb. if the equine manipulates the flame to far away from their bodies, the flame dies out. Beginner equines are able to produce a slight increase in the temperature around their bodies. This heat is often uneven, and in some cases may burn the equine. True fighting for territory etc, is not recommended (although everyone has a fair choice to fight or not) with Beginner fire, because it is unpredictable and weak. The color of the flame ranges from a deep red to dull orange. Cost=100
Lightning- can be formed from the sky at this point, not directly from the bender itself, like in later stages of Exposure. Lightning equines at earlier stages, convert the sky’s own electrical energy into their own electrical energy, meaning, they some how change the sky’s electrical properties into their own, which allows them to shoot lightning and static electricity from their own bodies. This strange conversion makes directing the currents easier to handle, but makes lightning weaker then if it came from the creates own electrical charge (early benders get their energy from the sky and naturally occurring lightning, more advanced benders either solely use their own energy, or combined with the energy of naturally occurring lightning). Lightning creation is difficult and weak at best, the current of electricity barely being able to extend past an extended leg. The currents of electricity are unpredictable and random. The level of pain felt at this time is small tingling to a sensation of numbness, to a mild itchy pain. Speaking of static electricity, the equine can “charge” themselves, making their hair stand on end, and if anyone touches the said character, they will receive a mildly “vibrating” shock of sorts. The color of lightning is yellow. Cost=100
Advanced-
Fire- The fire equine’s ability has now advanced so that they can manipulate small flames with great ease. They do not need the heat of the earth, or naturally occurring fire to create flames of their own, they now have learned to create their own. They are now able to form many shapes with the flames, and send the flames farther away from their body. The heat that the fire equine can now put out is greater, and can cause second degree burns (blistering etc). The fire equine has become immune to their own heat signature, and cannot be burned by their own heat. Advanced Fire equine’s are able to fight quite well with their fire attacks, as bending does not tire out as often, and they have more control over the fire.The color of the fire ranges from the deep red of the beginner, to a bright yellowish orange. Cost=350
Lightning- Can now use their own energy to create electricity, rather than the sky. Creation is easier, though the currents of electricity still remain unpredictable. The power behind the lightning attack is greater, causing a great pain and maybe death to the hit equine (if they are hit at all. hit rate is about 5 in 10). The advanced lightning equine can also call upon lightning from the sky, not converting the power through them self, but streams of lightning in the sky. This attack is more powerful, but much harder to handle, causing greater loss of energy. The electricity that comes from the equine is powerful and can now extend up to ten to fifteen feet at best. if the equine is battling more than 2 equines, the electricity attack power will be greatly reduced (lightning has to travel through both opponents) and become dangerously unpredictable. If the Lightning bender becomes tired, or loses concentration, they can become consumed in lightning and perish, unless they release the electrical energy which they have within, using an electrical “dump” of sorts. They push the electricity to their flesh and touch a tree, rock, or any other object (this is static electricity and can be used as a weapon as well) that they can use to absorb their energy. Lightning color has advanced, and is now a whitish blue. Cost=350
Master-
Fire- A master fire equine has advanced so far, they can now not be hurt by their OWN flames, as the fire literally comes from their own bodies. They can form any shape imaginable with great ease. The distance they can hold the flame away from their body is great, making distance attacks a favorite of the fire equine. The massive amount of heat a Master can produce is incredible. They have been known to instantly ignite a tree, causing it to explode, and turn sand to glass. The master fire equine can now cause 3rd degree burns (burn into flesh, and down to actually through the bone) just by increasing their own body heat. This heat can be “pushed” farther away from the body, about fifteen feet, but the father away the heat it, the weaker it becomes. Fighting is done easily, especially if the opponent is weaker. When the fire equine walks, their hooves smoke, and mane and tail smolder. The color of the flames now can range from the deep red of a beginner, to the white, gassy blue of a Master. To the fire equine... the flaming world is their oyster. Cost=750 Total Fire Cost=1200
Lightning- Can now be pin pointed 8 times out of 10 attacks. Lightning from the sky is known to take alot of energy to control, however, it is less unpredictable, and as long as the Lightning equine gages where the lightning “plans” to go, they can use sky Lightning with deadly accuracy. The Master Lightning bender is no longer just a master in Lightning, they are an artist of sorts. As any power takes concentration and devotion, this skill of Lightning manipulation demands great life consequences. An equine who has reached this point in Exposure has trained hard, sacrificing (most likely) their outside lives. Although Lightning takes sacrifices, the power of which the bender holds is more than worth a few years of devoted training. The range of electricity from the body can now extend well past twenty feet, and is equally intense in a chain with up to 4 opponents. Lightning color is now a white hot purple color. when the Lightning equine walks, shakes their mane, or flicks their tail, the lightning equine tingles with purple “static”. This static charge of sorts is a constant reminder that at any moment they can become consumed from their own pure energy. Static electricity can be stored and if needed released in a mass field of sorts, blanketing 6 or more opponents with one violent blast of electricity that has the ability to (much like a stun gun or taser) confuse the body’s own electrical waves, causing the opponent to loose control of their muscles and drop. This attack is not what one would call non painful. Static electrical discharges are extremely painful, and although do not cause death, they will drop someone with little to no notice. Cost=750 Total Lightning Cost=1200
Advanced Mastery- With Advanced Mastery, the equine has gone to great lengths to master both fire and lightning. They have become “one” with the flames and electricity. An Advanced Mastery equine can be told apart from the rest of the "pack" by their mane and tail. When an equine makes that final step and becomes one with their element, their mane and tail turn to flames, the color of the flame depends of the horse and can range from white to black. The flaming mane and tail will act as a natural mane, laying flat against the neck and rump as the equine sits still. Advanced Mastery equines are among some of the most powerful equines (other than the King’s and Queen’s). Advanced Mastery equines have studied and trained hard, and now deserve to be the best. With the greatest ease, the equine can now bend lightning with the flick of their tail, and has an almost 100% hit rate. They can errupt and direct lava flow, even cause lightning in the dead of winter, which is very difficult to create. Cost=1000 Total Advanced Mastery cost (Lightning and Fire inc.)=3400
Earth and Plant-The ability to move soil, rock, and other earth based substances, not including plant life. The Earth power as a whole consists of the added power of creating and manipulating plant life. Plant growth and manipulation allows the user to have a vast knowledge of plants and their healing properties. This becomes apparent during the Advanced Master stage, where one can create any type of medication or poison using plant and earth substances.
Beginner
Earth- Equine has basic knowledge of minerals, and has the ability to pull earth(dirt, soil etc) and rocks from the ground. The bender, at this time cannot create “earth” they can only use what is around them. The Earth equine can pick up and throw small earthen objects the size of a softball. Cost=100
Plant-The equine has basic knowledge of any chlorophic, root growing plant. This includes but is not limited to trees, vines, fruit trees, and flowers (incl. Air orchids). They have the ability to enhance the growth of plants that are around them. They cannot yet create plants from thin air. The Plant bending equine can also use their power to kill plants as well. The beginning equine has basic knowledge of healing using herbs. Cost=100
Advanced
Earth- At this point in exposure, the Earth equine can now create and manipulate earth from “thin air.” They can skillfully create objects from soil and rock, bending them at their will. They have an excelled knowledge of minerals in the Earth. The equine of Advanced Earth can create and locate precious stones and metals like diamonds, rubies, gold and platinum. The Earth bender cannot bend the precious metals at their will. If they wanted to create any object from the metals, they would have to seek out a metal bending equine, or be one themselves. Equines can also pick up and throw medium sized earthen objects the size of a large beach ball. Cost=350
Plant- can now create plants and plant life from “thin air.” They can will the plant of vegetation to move as they wish, but only up to 10-15 feet away, any father, and the plant will fall to the ground a wither away. The Plant bending equine has an amazing knowledge of herbs and their uses. They can expertly make salves, poultices, and even poisons. Cost=350
Master
Earth- Can now expertly maneuver, create, and use soil, rocks, and earth to fight or for any other purpose. The Master can create hills and small valleys. They can mildly shape the world around them, pulling the earth apart and piecing it together at their will. This takes much energy to do, but can be useful if one would like their enemy to trip and fall in a large hole. The Master of Earth strength comes from their sheer power. They are able to create and will hundreds of small rocks, or a ton of soil to use for fighting, or anything else they wish. The Master can create sand storms and mild earth quakes. They are more then knowledgeable in minerals, and can pull gold and precious gems and metals from the ground with ease. The smell of an Earth bender is of freshly turned soil. Cost=750 Total Earth Cost=1200
Plant- Can now create plant life with the flick of a tail or less. Plant manipulation has become simple and the Plant bender is now exceptionally good with working with vines, roots, and other grabbing plants. They can extend the plants to 30 feet with little problem. They have almost perfect knowledge of all plants and herbs in Forever Gray. When the Master Plant equine walks, patches of flowers, moss, or grass appear in their hoof prints. Cost=750 Total Plant Cost=1200
Advanced Mastery- The Earth equine has devoted their life to understanding and expertly mastering ever aspect of earth. There are very little limits to their power. They can literally move mountains, cause massive earthquakes, and split the ground in two (it takes massive amounts of energy, but it can happen). Rocks, soil, and their counterparts are effortlessly shaped into any object. They have perfect knowledge of minerals, gems, and anything else in the ground. Through seismic activity, the Earth Advanced Master can awaken volcanoes and create amazing caves. The limits that once held (if held at all) The Plant bending equine have been lifted. Through life devotion the Plant Bender has studied hard and almost has become part of the earth. They have the ability to create forests, fields, and tropical rainforests...and decimate them as well. They have perfect knowledge of plants and their medicinal/poisonous uses. The Advanced Mastery equine's mane, tail, and any other longer hair has been replaced with vines, roots, or any other plant looking hair (be creative you've earned it!!!!). The “vines” can flower, sway like normal hair, but cal also react to touch of another equine. The equine smells of fresh grasses and upturned soil. Explore your powers possibilities!!! Cost=1000 Total Advanced Mastery cost (Earth and Plant inc.)=3400
Air and Chemical- Air equines have the ability to create and manipulate the currents of winds, the air itself, and the chemicals within the air. An equine who has become a master in Air bending an Chemical creation will have a chance to become an Advanced Master in both fields. Advanced Master equines have the ability to pull and create the chemicals from the elements, and convert them into the air, creating a carpet bomb of chemicals. Airs weakness is Earth. Earth cuts and confuses air currents.
Beginner
Air- Beginner air equines can feel and manipulate the currents of wind around them. At this point they cannot create their own wind currents, but they can strengthen and enhance the earth’s own.the beginner can then meld the air for their own attack and defensive purposes. Beginner Air equines can awkwardly move small objects, such as twigs and pebbles (golf ball sized) with air by weaving tight currents of air around an object, allowing the equine to lift and move it....although not very well at this stage in Exposure. They can create small dervishes (mini twisters). The equine can also create a sort of a shield using air. This shield can either be very dense if pushed together into a 2‘X2‘ square like shape, or spread thin over a wider area to slow and buffer an attack. Air equines can “see” the wind and currents of air, which looks like long pieces of thin, silver thread (when the wind is blowing or one is moving quickly) or like speckles or silver glitter in the air (when one is still or there is little wind) Cost=100
Chemical- Can sense and strengthen the chemicals in the air, water, earth, and fire...meaning the elements. The way a Chemical equine “infects” another with their chemicals are through air transfer. The equine creates a gas like substance that seeps from the given element, and then wills it to travel to the selected target. The Chemical equine is at this point venerable to their own warfare like attack, so it is wise to have them be an air bender so they are protected from their own attacks. At this point in Exposure, the horse can pull the chemicals from the elements, if they are present. This means, if the horse is near a volcano, they can pull the chemicals from said volcano (fire) and use them to their advantage. The most common chemicals used are air and earth, because they are the most common. Water falls in third, with fire taking up the rear. At this stage, the chemicals are nothing more than mild irritants, and usually cause nothing more than an annoying distraction that vanishes within a few minutes. The types of chemicals from the elements have no names, but cause varying ailments. These are the reactions to said elemental chemicals:
- Air- Strengthens and modifies normally harmless chemicals from air and forms them into a chemical that causes mild breathing issues such as shortness of breath (from running), mild lung aches, and chest tightness.
- Earth- Strengthens and modifies normally harmless chemicals from the earth and forms them into a chemical that causes mild skin and structural (bone/joint) irritations such as light skin tingling (almost an itch), joints feeling lightly stiff (as if one’s leg has fallen asleep), and if one has open wounds, they may feel itchy and irritated
- Water- Strengthens and modifies normally harmless chemicals from the water and forms them into a chemical that causes mild vision problems such as itchy eyes, blurry vision, and watery eyes. This water chemical also causes the soft tissue to expand and swell. At this point, the equine can do no more than cause one to feel bloated and “stuffy”
- Fire- Strengthens and modifies normally harmless chemicals from fire and forms them into a chemical that causes mildly feeling hot flesh (like a fever), breathing issues such as breathing in hot, dry air, slightly dry eyes, nostrils, and lungs. Cost=100
Advanced
Air-The Advanced equine can now create and move gusts of wind. They can form small twisters and wind storms. The Air benders shield has doubled in size, now being 4‘X4‘. The shield is a tightly spun bundle of quickly moving air and wind. this takes quite a bit of energy to create as it takes alot of concentration to keep fully strengthened. The shield can either be compressed into the 4‘X4‘ shape of sorts, or spread widely over an area as an invisible buffer. The Air equine can now move things using air more easily. They can pick up and toss small items such as branches and rocks (kingpin bowling ball sized) with great ease and beauty, using currents of air. If the equine tries larger, they revert back to the wobbly and clumsy ways of a beginner. Cost=350
Chemical- The chemical powered equine can now pull and create chemicals from the air, earth, water, and fire. At this level, the horse does not need the element present in order to create the chemical. They have studied long and now know how to create them alone. The chemicals from the first level are now strengthened and are more liable to have an increased effect. The way an Advanced Chemical equine “infects” another with their chemicals is through air, and water transfer (they can now attempt to poison whole herds). The equine creates a gas like substance that now seeps from their own body, and then wills it to travel to the selected target. The Chemical equine is at this point is no longer venerable to their own warfare like attack.
- Air- Creates and modifies normally harmless chemicals from air and forms them into a chemical that causes moderate breathing issues such as shortness of breath, aching lungs, tightening of chest, and dizziness caused by lack of oxygen to the brain.
- Earth- Creates and modifies normally harmless chemicals from the earth and forms them into a chemical that causes moderate skin and structural irritations such as itching skin, joint swelling and stiffness. if the target has any wounds, they will sting and swell.
- Water- Creates and modifies normally harmless chemicals from the water and forms them into a chemical that causes moderate blindness, meaning blurred, patchy vision, and congested or water eyes. the target can also experience swelling of the soft tissues such as skin and adipose (fat). The target will have swelled flesh that pits to the touch. This causes reduced range of motion and muscle soreness.
- Fire- Creates and modifies normally harmless chemicals from fire and forms them into a chemical that causes moderate burning of the skin. The burning is more like a radiation or severe allergic reaction burn, causing reddened skin, mild blistering, and pain. This type of chemical also creates breathing issues along the lines of burning (the feeling of eating hot salsa or what one would expect it would feel like to get in their eyes...I know lovely picture huh?) nostrils, lungs, and chest pain, also eye dryness. Cost=350
Master
Air-The Air Masters can now expertly move and create gusts of wind. They can create and direct tornadoes and wind storms. The Shield is now stronger, being able to withstand just about anything that gets thrown at, however, this takes quite a bit of concentration, and the strongest level of the shield should not be used unless it is a life or death situation. The “weaker” the shield, the larger it can become, and now the Master Air bender can expertly create a pretty good sized shield (6'X6') that will block most small to medium objects with ease. If spread over the body or surrounding area, the Shield will act as a very good kinetic buffer, lightening blows and softening hits from rocks and ice; however, if hit by fire, the air current will only feed the fire and the air bender will, if hit, become more injured. Air benders at this point in Exposure have learned to glide. Gliding is when an equine moves from a higher point, to a lower point over a distance of 0-100 feet. Gliding is not flying and unless the air equine in question has wings, eventually the air bender if attempting to fly, will fall like a rock. Air equines can also cushion their fall, and by this meaning a small fall, anywhere from 0-25 feet. They have the ability to lift medium sized objects such as large logs and boulders. They however, do not have the strength yet to rip trees from the ground, unless they first summon a tornado, which uses energy. The air equine can also manipulate and partially remove oxygen from the air, suffocating the target in a sense. That being said, they can also add oxygen as well, which would make the target almost high. This uses massive energy, and some air equines do not use this tactic unless they are in dire need of assistance, or in some rare cases, actually want to catch a small high (like in oxygen bars). Air bending equine of the Mastery level are noted to have an extremely fresh scent to them, with every step wafts of air blow from their hooves, and their mane and tail seems to be in constant motion. Cost=750 Total Air Cost=1200
Chemical- The equine who has Mastered the Chemical ability can now create and intensify the chemicals and pollutants from the air, earth, water, and fire. As with the Advanced equine, the Master has improved and strengthened the effects of their Chemicals, making the attacks very dangerous. The way a Master Chemical equine “infects” another with their chemicals is through air, earth, and water transfer (they can now attempt to poison whole herds through the water or food supply). The equine creates a gas or liquid like substance that can seep from their own body,usually their hooves or face if it is liquid form. If the Chemical equine uses their face for liquid Chemical transfer, the Chemical literally pours or drains from their eyes, nostrils, ears, and mouth. This is not painful, but as one could imagine, very disturbing to any other individual as the color of the chemical varies from the type being used (although the color varies from horse to horse, the base colors are simple: black or any dark shade of gray for air, whitish yellow to a creamy looking blue for water, bright rotten brown or green for earth, and anywhere from deep to a bright red for fire). The Chemical equine is at this point is no longer venerable to their own warfare like attack, however if they in fact try to poison a populace, once the chemical leaves their system and is out in the world, they have no control over who it will, in fact hurt, if anyone at all.
- Air- Creates and modifies normally harmless chemicals from air and forms them into a chemical that causes severe breathing issues, limiting the targets lung and diaphragm movement, and causing extreme chest constriction. This has been known to cause blackouts and extreme dizziness.
- Earth- Creates and modifies normally harmless chemicals from air and forms them into a chemical that causes severe skin irritations such as body wide hives, itching to the point of pain. Any open wounds or cuts have an extremely high probability of becoming infected instantly, and the joint and swelling of the body can cause severe pain and drastically reduced range of motion.
- Water- Creates and modifies normally harmless chemicals from air and forms them into a chemical that causes severe cases of blindness, along the lines of eyelid swelling, black spots in the vision, and congested tear ducts. The swelling of the flesh and adipose now cause movement to be painful, reduced range of motion, and in some very rare cases (if two players agreed upon play it out) the skin will stretch to the point where is may tear, causing lesions (cuts).
- Fire- Creates and modifies normally harmless chemicals from air and forms them into a chemical that causes severe burning to the skin, much like the Advanced fire Chemical, Master Chemical use of this type is much like a radiation or severe allergic reaction burn. This however causes more extreme burning, blistering and pitting to the skin is common, as well is deep burn lesions and pitting as well. If attacked with a Chemical Master’s full strength with a fire chemical, the target risks scarring and possibly even death. Cost=750 Total Chemical Cost=1200
Advanced Mastery- An Advanced Master has become so in tune with Air and Chemical, they are now essentially that element. As the Air and Chemical equine meld as one, the benders mane and tail turn to an almost thick foggy substance. The color of the fog depends on the equine and can be almost any color because of the chemical part in the Advanced Mastery. If the character has leg feathers, wings, or any other long bodily hair they too also run the risk (some think it that way) of becoming foggy as well. An Advanced Master of air can now use their shield to block another, but it takes greater energy. The Advanced Master can now also glide great distances, and in rare occasions, glide up, but only for a short time. The Air equine can now also uproot trees from the ground, and toss equines like they were small pebbles. The Chemical aspect of the Advanced Mastery equine has also transformed into something greater, though using this powerful amount of Chemicals is sure to cause very life altering side effects. if the Advanced Master equine is using their full leveled attacks, they must be fighting an equine that can heal themselves, or one that is extremely powerful, because most of the toxicity of the Chemical equines attacks is sure to kill. Some reactions to the Chemicals the Advanced Master releases are suffocation, gangrene, loss of eyes or sight, and third degree chemical burns. Cost=1000 Total Advanced Mastery cost (Air and Chemical inc..)=3400
Water and Ice- Water equines have the ability to create and manipulate water, ice, and their counterparts. Equines that have both Water and Ice skills mastered have the chance to become Advanced Mastery in their “field.” The Advanced Mastery equine can create massive blizzards in the summer, and floods during droughts. Advanced Masters can also boil water; they also have been know to freeze a target solid (this of course takes great effort and energy). Waters weakness is Air, the current able to disrupt the Water equines orbs and such.
Beginner
Water- Beginner Water equines can form unbalanced and malformed orbs of water that originate from the water around them. Creating their own liquid takes great effort, and in some rare cases causes death from brain aneurysms. With that said, when creating and forming orbs of borrowed liquid, it takes great effort to create anything other than a a simple shape. The water as of now is weak and essentially useless when battling, but is useful when one needs a drink. Cost=100
Ice- Beginner Ice benders can change water into ice. Water must be present at the time of bending. The bender can transform water to ice with little to no problem, however do not expect them to be freezing a whole lake, pond, or even a stream. The most one can freeze at this point in time is a small puddle, and weakly at that. Once the water is frozen, that is when the Ice bending equine can lift and toss the Ice. Cost=100
Advanced
Water- At this point the equine can create Water from “thin air.” They can create any object their mind can work. The Water horse can lift and manipulate 10 – 15 feet of water. During battle, or any other time, the Advanced Water bender can feel the fluids in their body. They, at this time cannot tap into such power of manipulating bodily fluids, but one day will be able to. The Water equine can create fog and also create either salt or fresh water. Cost=350
Ice- The equine has advanced to the point where they can now create Ice without water being present. They can now freeze a small pond, freeze water in the ground, they can create frost, and flash freeze plants to the point where they shatter. Cost=350
Master
Water- Can create any object from water and can lift and manipulate 20-35 feet of Water. The Water bender can now work the fluids of the body; liquids, blood, etc are allowed, however, the equine cannot kill another by taking away all their bodily fluids, not make them explode by putting to much water in. The equine can now pull liquid from underground sources and can create whorl pools in any body of water. As the equine has matured in their abilities, their bodies have began to change as well. At this point, the Water horse now has a crisp, clean water scent to them and their hoof prints seem always wet. Cost=750 Total Water Cost=1200
Ice- Can create only Ice from “thin air.” Can freeze lakes (not any of the Great Lakes). Can create objects from Ice such as: spears, blocks, blades etc. At this point the horse has the ability to melt and refreeze the Ice as well, but not manipulate the “ice” while in a liquid state. They can now freeze salt water as well. Cost=750 Total Water Cost=1200
Advanced Mastery- The horse has devoted their life to studying Water and Ice, and now has a deep understanding of how they work. This equine in practically liquid. Water and Ice bending strengths have now increased ten fold. On the Water side, the equine can now create and lift up to 50 – 100 feet of water, they can create tsunami's, water “hurricanes”, and whorl pools that can drive a horse down to the bottom of the ocean or Great Lakes. The Ice aspect of Advanced Mastery allows the Ice and Water to seamlessly bend from Water to Ice, meaning there is little hesitation if any at all between Ice and Water power use. The Ice bender can instantly freeze just about anything, cause frost bite on flesh as well as loss of smaller extremities. As the Advanced Master feels their power growing, their body changes with the power advancement. When one has become an Advanced Master in Water and Ice, their mane and tail, as well as any other “haired” part of them (feathers, belly etc) turns to a substance that looks like water, though has the strength or hair. This substance can be of any color but is usually blue, gray, brown, clear looking, or black. It is flexible like hair is, and when the horse isn't moving, the new mane and tail lay flat against the neck and rump. Cost=1000 Total Advanced Mastery cost (Water and Ice inc.)=3400