
Role Playing, as easily defined as possible, is the art of creating a character from something (in this case a Katai!) and giving it a personality, background, strengths, weaknesses, etc and acting/reacting to situations.
Some role playing events will be created and designed with a sole outcome, whereas others will simply be for fun and a way for you (the player!) to develop your new Katai character!
The art of role playing with the Katai has been completely revamped.
As such, new goals have been added as well as prizes that will be awarded during events and after ward. A band new experience (XP) field has been added as well. Below is a breakdown of how experience will work, how it is awarded, and how it affects you, the mun/player/puppeteer.
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Experience, or XP, is what gives your Katai it's strength for battle, and for the magic it can & will be permitted to use.
Every standard species Katai will start with an automatic 1 XP and will be able to earn more through RP events as they come and go. Experience can also be earned by doing various things, being awarded for activity in an RP, or by having various items attached to your Katai.
Katai will also be able to use their Companions and Guardians as experience boosts.
For Example: A Katai with a companion can have an additional +1 XP for the duration of the RP as an attached companion allows a +1 XP boost to that particular Katai. Katai with Guardians will also receive an XP boost as well.
Boosts are not a permanent fixture to your Katai's XP; instead, boosts only last for the duration of the RP. Also, it should not be assumed that all boosts can be used during every RP. Each RP will come with it's own set of rules & regulations, as such they are expected to be followed. If a RP is posted that states only specific Guardians are permitted, only that type of boost will be allowed. If a RP is posted that states no Guardians or Companions, no boosts will be allowed. It all will vary depending on the RP that is going on that that time.

The following is an over view of how boosts are broken down:
Companion -- +1 XP
Elemental Guardian -- +4 XP
Celestial Guardian -- +6 XP
Eternal Guardian -- +9 XP
As you can see, if you are role playing a Katai that has all of the above, your Katai will receive atleast an automatic+20 XP boost for that particular RP (provided all of the above are permitted).
As your Katai gains in XP, their Guardian or Companion, will grow as well. What this means is for every 5 XP points you character earns, the boost your character's Guardian or Companion provides will increase by +1. Essentially, having Guardians or a Companion attached to your Katai can be very beneficial if you plan to be an active member of our RP community.
With such strong boosts running around Ferox, there are bound to be rules and regulations that come with them.

These are basic, over all rules, and some small changes from previous RP events. Please note that these are not all of the rules, just the beginning ones, and things you will need to know before beginning:
All characters must have an approved profile before you can begin. Players wishing to participate in Ferox RPs must be willing to put together a character profile, and submit it for review. A quick over view for a profile would contain the character's name, element, magic (if any), and a brief history. Creating a profile does not guarantee it will be accepted as all profiles (including Staff profiles!) must be approved prior to entering any of the new Rps created. For more information on character profiles, please scroll down to the section entitled Character Profiles.
You must have an established character in Ferox RP before attaching ANY Guardian to it. What this basically means is, you will not be permitted to randomly throw in a powerful character with no back history in our RPs. All potential characters must be involved in at least one RP Event before being permitted to use the XP Boost a Guardian allows them to have. **Exceptions will be made for those characters who have previously been in past RP events that have Guardians attached. All new characters will be subject to this new rule/feature. **
Guardians will now be a bit harder to obtain! Due to the XP Boost they provide, Guardians will now be a bit more difficult to obtain. Not to worry! They will still be available as prizes through our 1 PG Raffles (Birthday & Christmas), but it will only be 2 per species (Elemental & Celestial), and 1 per species (Eternal) as opposed to more. Eternal Guardian items will also be more limited during raffles as well, but they will be available as prizes.
All RP Events will come equipped with their own rules. At the start of every RP there will be an information post. This will contain the necessary information everyone participating will need to know before posting in the thread. Some information will include the setting, RP Leaders, brief over view & character limitations.
Bolding goes a long way! It will be asked of everyone that when your character is speaking to another, that you bold the name of the character they are speaking to. Likewise, anything of importance (speech, actions, etc) that needs to be paid attention to will also be bolded. Bolding should not be abused, and only used when necessary. You will see the most bolding in replies posted by the RP Leaders as they will be the ones to move the plot along.

So before we move on to Magic … let's discuss Guardians!
Logically speaking, a Guardian character is a character that can aid your Katai in battles, bond with them as friends, and protect them from any harm that may come their way. Though they are permitted to be played alone without a Katai as their ward, Guardians will not earn XP the way a standard Katai character would.
As lone characters, Guardians have their own XP which cannot be increased or decreased.
Elemental Guardians :: 30 XP
Celestial Guardians :: 60 XP
Eternal Guardians :: 100 XP
Please keep in mind that all characters must be approved before entering any RP, this also goes for stand alone Guardian characters. A player should never assume they will be permitted to participate with a Guardian just because they have created a profile for one, or have met the RP requirements. . Guardians, as a whole, are special characters and therefore only players who have proven to be mature enough to handle playing one will be permitted to do so in any active RP event.
Eternal Guardians are the most powerful Guardians as lone characters, players are asked to participate in at least two RP events before creating a profile for their Eternal Guardian character.
A player is asked to participate in at least one RP event before Elemental or Celestial Guardian lone characters can be entered.
Please be advised that just like standard Katai characters, Guardian profiles must also be approved before they can enter a RP event.
Having a Guardian as a protector to a Katai ward is 100% different than using the Guardian as a lone character. The XP a Guardian as a lone character has does not transfer to the Katai character when bonded. What this means is, if you have a 1 XP Katai character who has an Elemental Guardian bonded to them, their XP does not, and will not, increase to 31 XP. The Katai will remain at 1 XP, but he or she will be granted the XP boost the Guardian provides.
Guardians may start as lone characters and attached to a Katai after a RP, as the bonding may be played out if the player prefers. Please remember the above; bonding only brings about the XP boost to the Katai, not the XP the lone Guardian character has.
Likewise, should a bond be broken, a Guardian is permitted to return to lone status, however, they will lose half their XP as a stand alone character.
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Ferox thrives and survives off of the four main elemental magics: Fire, Earth, Air & Water. Deriving from these are also the categories of Electric, Psychic, Light & Dark, but these categories are much rarer & harder to control and therefore only powerful Katai have been rumored to have mastered them.
All of the basic categories contain a select number of powers in which all Katai thrown in to the RP world can start with. Please note that you must select one (and only one) element to begin with. Over time, and through earning experience, your character can earn additional elements, as well as upgrade to more dangerous or rare elements. The element selection will be done through your character's profile. You will also be asked to select two out of the three basic abilities for your character to use during RP game play - please make sure you read the abilities carefully and ask questions as necessary. Once abilities are selected, they cannot be changed. These abilities will be able to be upgraded along the way also as your character gains more experience. Upgrades will be automatic, you will not need to ask to upgrade your character. Once your character reaches the next ability level, he or she will automatically qualify for those abilities.
Unlike before, Magic will be something that is allowed within the realm of Ferox, but like everything there will be rules and regulations that accompany it. Your character will only be permitted to use approved magics that coincide with the element you have selected. In some plot lines additional, or one-time-use-only magics will be permitted. These will be far and few, and only a select number of players will be permitted.
Role Play & Magic Rules:
- No GOD MODing; Just because the player has information about something in the RP does not mean the character should know. Characters should always find out on their own, in their own way.
- Respect goes a long way, treat others with it at all times; Using your characters to be purposefully rude or ignorant to other players because of private issues will not be tolerated. If this is seen to be happening, you may be asked to leave the RP.
- Only approved Character Profiles and Magics may be allowed in RP events; every character you wish to RP must have been approved by the RP Staff before you are allowed to use him/her in a RP.
- Choose your Magic(s) wisely; Once again picking abilities for your character's element may not be changed. Please make sure you choose wisely.
- When in doubt, ASK; When joining a RP event it is very wise to read through the posts to see what has happened prior to your arrival. If you, however, continue to be confused or lost, please ask – you will never be cast aside, or looked down on for being honest.
- Practice Open Ended Actions; At times you will need permission from another player to inflict actions against a character that does not belong to you. In other cases, you may use open ended actions to convey what is going on as well. Practicing open ended actions gets across what you are trying to do, but also allows the other player to react accordingly without being told what to do. There is a big difference between Amy punched Rob in the face and Amy balled her fist, leaned back, and aimed for Rob's face - the second example allows the other player to react accordingly.
- Try to always stay In Character; Certainly there will be times where you need to ask a question or comment about something Out of Character (OOC). Should this arise, please place your OOC thoughts/comments in (( ))
- Do NOT Abuse Your Character's Experience/Powers/Element/Abilities: Abusing a character's experience - or powers - or element - or abilities can/may/will result in a temporary suspension of Role Play privileges. No one wants to play with someone who bullies others, and this type of behavior will not be tolerated.
- Follow the individual RP Event rules; Not every RP will be run the same way, and as such, each one will come with it's own set of rules. Please make sure you follow these rules, as ignoring them may get yourself removed from the RP.
- Regardless of what happens … Try to have Fun!; Sometimes RP events can be very intimidating, especially when you are new to the game. Please remember that those who are experienced are here to help and guide you, especially the RP Staff. RP Events should always be fun regardless of the plot or the designed outcome.
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Magic is broken down in to two parts; Abilities and Powers.
Abilities are selected at the start of character creation – when you are completing your character profile for the Katai. Each player will be asked to select two out of the three listed abilities.
Every character will begin with 1 XP, which means they will automatically qualify for the basic abilities listed for all the elements. As your character grows with XP, they will automatically be updated, and upgraded, to the next level of abilities.
Your character's XP, as well as abilities and powers, will be tracked on their image in our Gallery as shown below in the example:

Guardian & Companion boosts do not count toward upgrading abilities in RP events. Meaning, if your Katai has all available boosts for a RP event, he or she will not be bumped temporarily to the next power or abilities level. Levels of abilities and powers are based on the experience the Katai itself has, not the combined powers of the Katai and his or her boosts. This is designed to make the player strive for improving his or her character instead of relying on the boost from Guardians and/or a Companion during the event.

Earth & It's Abilities:
- Basic Movement: The ability to move a small collection of dirt and create dust in small clusters along the ground. Dust particles can be used to hide small objects no larger than a field mouse. (1 XP)
- Basic Pile: The ability to create small lumps in the ground no bigger than 1 foot high similar to small mounds as obstacles. Mounds are not permanent as they will dissolve after (or settle) 5 minutes. *Piles can only go vertical (up & down). (1 XP)
- Basic Life: The ability to force a seed to sprout the beginning of roots - note that in order for the seed to grow, proper aid will need to be provided (sunlight, water, etc). (1 XP)
- Moderate Movement: The ability to move a medium collection of dirt and create dust in medium sized clusters along the ground. Dust particles can be used to hide medium sized objects such as Companions.(10 XP)
- Moderate Piles: The ability to create medium lumps in the ground no bigger than 3 foot high similar to medium mounds as obstacles. Mounds are not permanent as they will dissolve after (or settle) 15 minutes. Piles can only go vertical(up & down).(10 XP)
- Moderate Life: The ability to force a seed to sprout the beginning of a bud, complete with roots for planting - note that in order for the seed to grow, proper aid will need to be provided (sunlight, water, etc).(10 XP)
- Advanced Movement: The ability to move a large collection of dirt and create dust in large sized clusters along the ground. Dust particles can be used to hide large sized objects such as small Katai, private goods, etc. (50 XP)
- Advanced Piles: The ability to create large lumps in the ground no bigger than 5 foot high similar to large mounds as obstacles. Mounds are not permanent as they will dissolve after (or settle) 35 minutes. *Piles can only go vertical (up & down). (50 XP)
- Advanced Life: The ability to force a bloom from nothing more than a seed. The seed will grow roots, bud, and bloom all with careful magic use - note that in order for the seed to grow, proper aid will need to be provided (sunlight, water, etc). (50 XP)
- Expert Movement: The ability to move any collection of dirt and create dust in any sized clusters along the ground. Dust particles can be used to hide any sized object. (100 XP)
- Expert Piles: The ability to create any sized lumps in the ground to create mounds as obstacles. Mounds are not permanent to the world of Ferox, and therefore will dissolve (or settle) after 1 hour. *Piles can only go vertical (up & down).
- Expert Life: The ability to force seeds to burst into full grown objects - note that in order for the seeds to sustain life after the initial burst, proper aid will need to be provided (sunlight, water, etc). (100 XP)
The Powers of Earth
Listed here are the powers that are associated with the element Earth. Please note that in order to qualify for the specific power, your character must posses both abilities in the parenthesis and be of the listed experience level.
- Tumbleweed: (Movement & Piles: 10+ XP) The ability to create small tumbleweeds that will roll as long as the Katai who created it is moving.
- Vines: (Movement & Life: 25+) The ability to control vines to do your bidding. Vines can only be controlled for less than 30 minutes.
- Holes: (Movement & Piles: 45+) The ability to quickly create holes in the ground no wider than 4 feet in diameter and no deeper than 1 foot.
- Quake: (Movement & Life: 55+) The ability to cause the ground to quiver and move.
- Shade: (Movement & Life: 65+) The ability to block out surrounding light using trees in nearby areas.
- Mud Men: (Piles & Life: 80+) The ability to create 'living' mud men who will obey their creator. These mud men will not be permanent as they can only survive on their own for under an hour.
- Camouflage: (Piles & Life: 85+) The ability to use create natural camouflage to hide any where from 1-3 Katai.
- Craters: (Movement & Piles: 90+) The ability to create gaping holes in the ground that are no wider than 10 feet in diameter and 5 feet deep.
- Flora: (Movement & Life: 100+) The ability to feed life back in to dying or dead plants. It is extremely powerful, and requires a heavy concentration of energy. Katai who use this must only do so in dire situations as adding life to the dying flora will drain the energy from the Katai performing it.
- Chasms: (Movement & Life: 100+) The ability to cause the ground to rip apart - Note: This can only be done in the heat of a moment, a Katai must be incredibly angry and focus all of his or her magic on the ground to cause it to rip.

Fire & it's Abilities:
- Basic Fire Starting: The ability to create smoke and heat from two dry pieces of wood by blowing gently on it through pursed lips. The Katai will be able to create a subtenant heat, but will not be able to create an actual fire, additional work will be required to make it last. (1 XP)
- Basic Fire Manipulation: The ability to mold existing fire into shapes at will - can only be done with small sized flames. Cannot touch the flame, merely shape it by moving paws/hands around it. (1 XP)
- Basic Resistance: The ability to be immune to flames for a brief period of time (5-10 minutes). (1 XP)
- Moderate Fire Starting: The ability to create flames from dry objects by blowing gently through pursed lips. The Katai will be able to create small flames no larger than the head of a struck match. If the fire is not taken care of it will die promptly. (10 XP)
- Moderate Fire Manipulation: The ability to mold existing fire into shapes at will - can only be done with medium sized flames. Cannot touch the flame, merely shape it by moving paws/hands around it. (10 XP)
- Moderate Resistance: The ability to be immune to flames for a decent period of time (20-35 minutes). (10 XP)
- Advanced Fire Starting: The ability to project fire onto an object by blowing gently through pursed lips. The Katai will be able to create flames no larger than a burning stick. If the fire is not taken care of it will die after a short while (5-10 minutes). (50 XP)
- Advanced Fire Manipulation: The ability to mold existing fire into shapes at will - can only be done with large sized flames. Cannot touch the flame, merely shape it by moving paws/hands around it. Katai of this level will also be able to move the fire from place to place - again without touching it. (50 XP)
- Advanced Resistance: The ability to be immune to flames for a an extended period of time (40-60 minutes). (50 XP)
- Expert Fire Starting: The ability to project fire on to any object by blowing gently through pursed lips. The Katai will be able to create flames no larger than a log. If the fire is not taken care of it will die after a long while (20-35 minutes). (100 XP)
- Expert Fire Manipulation: The ability to mold existing fire into shapes at will - can be done with any sized flames. Cannot touch the flame, merely shape it by moving paws/hands around it. Katai of this level will also be able to create a being made of fire no larger than their own size. This being can do their bidding but the ground will burn beneath their feet. (100 XP)
- Expert Resistance: The ability to be completely immune to fire for up to 3 hours. (100 XP)
The Powers of Fire
Listed here are the powers that are associated with the element Fire. Please note that in order to qualify for the specific power, your character must posses both abilities in the parenthesis and be of the listed experience level.
- Fire Balls (Starting & Manipulation: 20+ XP) The ability to produce small balls of fire in the palm of one's paw. Can be used to throw at others, or for starting contained fires. Fireballs can be no bigger than a golf ball.
- Cinders: (Starting & Resistance: 30+ XP) The ability to burn the top layer of the ground in attempts to make the ground too hot for others to walk on. Can be used to scorch messages into the ground to read from above.
- Matchstick Men: (Starting & Manipulation: 50+ XP) The ability to create small burning 'men' from lit sticks. Men can be no bigger than a standard squirrel, and will only 'live' approximately one hour.
- Lava: (Manipulation & Resistance: 55+ XP) The ability to turn a small creek or stream into a moving body of fire - can only last up to two hours. Live under the water will be killed instantly as the heat from the fire will be too unbearable to live through.
- Ember: (Starting & Resistance: 65+ XP) An upgrade from Cinders; The ability to burn further into the ground in attempts to make the ground too hot for others to walk on. Can be used to scorch messages into the ground to read from above.
- Spitfire: (Starting & Manipulation: 75+ XP) An upgrade from Fire Balls; The ability to produce small balls of fire in the palm of one's paw. Can be used to throw at others, or for starting contained fires. Fireballs can be no bigger than a soft ball.
- Brimstone: (Manipulation & Resistance: 85+ XP) The ability to turn rocks into burning stone - useful in battle against Earth elements.
- Eruption: (Starting & Manipulation: 90+ XP) The ability to force the ground to quiver and split. From these splits lava will be produced much like an active eruption. These can last no longer than 20 minutes.
- Fire Breath: (Starting & Resistance: 95+ XP) The ability to breath full-force fire for no longer than 5 minutes. Breaths must be taken from the pit of one's gut and exhaled with as much strength as possible.
- Inferno: (Manipulation & Resistance: 100+ XP) The ability to give fire resistance to another - must be touching at all times. Multiple resistance will wear on the energy of a Katai and therefore can last no longer than 15 minutes.

Air & It's Abilities:
- Basic Breezes: The ability to move existing air against small objects like flowers, bugs, birds, etc. Cannot successfully create wind from scratch, can control only if there is an already existing wind. (1 XP)
- Basic Creation: The ability to create small bursts of wind from scratch usually by blowing out heavily. Cannot successfully make these last as they will dwindle within several seconds or a few (1-3) minutes. (1 XP)
- Basic Movement: The ability to control breezes to move objects or small beings no more than a few pounds (1-10lbs). (1 XP)
- Moderate Breezes: The ability to move existing air against medium sized objects like companions, small mammals, medium sized rocks, etc. Cannot successfully create wind from scratch, can control only if there is an already existing wind. (10 XP)
- Moderate Creation: The ability to create medium bursts of wind from scratch usually by blowing out heavily. Cannot successfully make these last as they will dwindle within several minutes (10-15). (10 XP)
- Moderate Movement: The ability to control breezes to move objects or medium sized beings no more than a few pounds (10-40lbs). (10 XP)
- Advanced Breezes: The ability to move existing air against larger objects. Cannot successfully create wind from scratch, can control only if there is an already existing wind. (50 XP)
- Advanced Creation: The ability to create large bursts of wind from scratch usually by blowing out heavily. Cannot successfully make these last as they will dwindle within 20-45 minutes. (50 XP)
- Advanced Movement: The ability to control breezes to move objects or small beings (companions, birds, bugs, dust, etc) no more than a few pounds (1-10lbs). (50 XP)
- Expert Breezes: The ability to move existing air against any object by only thinking about it. Cannot successfully create wind from scratch, can control only if there is an already existing wind. (100 XP)
- Expert Creation: The ability to create gusts of wind from scratch usually by blowing out heavily. These gusts will generally last until the Katai who controls it inhales deeply to remove the wind from the air. (100 XP)
- Expert Movement: The ability to control breezes to move any object up to 500 lbs. Katai who possess this ability can also briefly levitate to avoid attacks. (100 XP)
The Powers of Air
Listed here are the powers that are associated with the element Air. Please note that in order to qualify for the specific power, your character must posses both abilities in the parenthesis and be of the listed experience level.
- Twisters: (Creation & Movement: 10+ XP) The ability to create small bursts of wind which will form into miniature tornados. These twisters can be used to help move objects or used offensively as an attack maneuver.
- Dust Storms: (Breezes & Movement: 10+) The ability to move dust in such a way that it can virtually cause others in the areas the inability to see or sense another's presence. Can be used as an offensive, or defensive maneuver.
- Zephyrs: (Creation & Movement: 25+) The ability to create medium bursts of wind which can be used to move targets, or knock down same sized opponents.
- Squalls: (Breezes & Movement: 45+) The ability to move debris and even water in such a way that it can virtually cause others in the areas the inability to see or sense another's presence. Can be used as an offensive, or defensive maneuver.
- Silence: (Breezes & Creation: 55+) The ability to remove the sound from an area of less than 20 feet in diameter.
- Whispers: (Breezes & Creation: 65+) The ability to send private conversation to another on the wisps of the wind.
- Tornados: (Creation & Movement: 80+) The ability to create large bursts of wind which will form into large funnels of wind. These tornados can be used to help move objects or used offensively as an attack maneuver.
- Loss of Sight: (Breezes & Movement: 85+) The ability to move large quantities of debris and even medium sized objects in such a way that it can virtually cause others in the areas to be blind for a period of time. Can be used as an offensive, or defensive maneuver.
- Privacy: (Breezes & Creation: 90+) The ability to remove all sound from around a private 10 feet in diameter area where only two - three occupants and speak in private.
- Wave of Sound: (Breezes & Creation: 100+) The ability to force a large amount of wind at an opponent which causes them to go deaf briefly (10-15 minutes).

Water & It's Abilities:
- Basic Ripple: The ability to force water to move to up to 5 feet. Can only be done in existing bodies of water. (1 XP)
- Basic Creation: The ability to create small droplets (1-5) of water from nothing. Can create enough to fill a small thimble sized object with water. (1 XP)
- Basic Control: The ability to mold & control water and use it to move small objects (1-10 lbs) a distance (1-5 feet). (1 XP)
- Moderate Ripple: The ability to force water to move to up to 15 feet. Can only be done in existing bodies of water.(10 XP)
- Moderate Creation: The ability to create a small pool of water no larger than 6 feet in diameter and no deeper than 2 feet from nothing. Water must be created in a hole in the ground, or another object that has already been hallowed out. (10 XP)
- Moderate Control: The ability to mold & control water and use it to move medium sized objects (15-30 lbs) a distance (10-20 feet). (10 XP)
- Advanced Ripple: The ability to force water to move to up to 25 feet. Can only be done in existing bodies of water. (50 XP)
- Advanced Creation: The ability to create large pools of water from nothing no larger than 10 feet in diameter and no deeper than 5 feet from nothing. Water must be created in an existing hole in the ground, or another object of similar size that has been already hallowed out. (50 XP)
- Advanced Control: The ability to mold & control water and use it to move large objects (35-50 lbs) a distance (25-50 feet). (50 XP)
- Expert Ripple: The ability to force water to move to up to 50 feet. Can only be done in existing bodies of water.(100 XP)
- Expert Creation: The ability to create pond sized pools of water no larger than 25 feet in diameter and no more than 15 feet deep. Ponds can only be created inside preexisting craters, or empty holes. Katai who possess this power can also help during droughts by refilling existing ponds. (100 XP)
- Expert Control: The ability to mold& control water and use it to move any object (50+ lbs) a short distance (50-100 feet). Katai with this power can also create 'water monsters' the same size as they are who can also do their bidding. (100 XP)
The Powers of Water
Listed here are the powers that are associated with the element Water. Please note that in order to qualify for the specific power, your character must posses both abilities in the parenthesis and be of the listed experience level.
- Rain: (Creation & Ripple: 10+ XP) The ability to force rain from existing clouds which causes it to rain for a small amount of time (15-30 minutes).
- Mist: (Creation & Control: 10+) The ability to shroud oneself for a brief amount of time (5-10 minutes) in a thin mist like layer.
- Whirlpool: (Ripple & Control: 25+) The ability to create a siphoning whirlpool no larger than 10 feet in diameter in existing bodies of water without becoming a victim to the whirlpool itself. This can be used as an offense (to hide inside the whirlpool), or a defense (for trapping enemies). Whirlpools will only last for up to 30 minutes.
- Jet Stream: (Ripple & Control: 45+) The ability to force water from existing bodies of water onto someone else, or something else.
- Bubbles: (Ripple & Creation: 55+) The ability to create bubbles from existing bodies of water. Can be used as an offense or defense.
- Fog: (Creation & Control: 65+) The ability to create a fog induced area no larger than 25 feet in diameter. When fog is created, those within the diameter will be hidden from those outside. This will only last for up to 1 hour.
- Hurricane: (Creation & Control: 80+) The ability to create and maintain a large storm which, if done near other bodies of water, can prove to be quite lethal.
- Maelstrom: (Ripple & Control:85+) An upgraded ability to Whirlpool; The ability to create a very large whirlpool no larger than 30 feet in diameter in an already existing body of water. As a result, Maelstrom also will bring force a dangerous thunderstorm which will swirl over head in the opposite direction of the whirlpool.
- Water Walk: (Ripple & Control: 90+) The ability to move quickly while walking on top of water. This can only be done if the Katai is running when entering the water itself, as the water will help guide the Katai across the mirrored surface. Should the Katai stop, he or she will fall into the water immediately.
- Tsunami: (Creation & Control: 100+) The ability to create devastating waves that can, and will, destroy up to 30 feet onto the shoreline.
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Before any one can begin, before you can just dump any character into an event, the character must have an approved Character Profile.
Character Profiles are quick guides for the players to get to know your character. They should not be enormously long, nor should they be incredibly short that it leaves out a lot of necessary information. Character Profiles do need to cover a good variety of information which you will be prompted for.
Below is the basic Character Profile Form. Each character you decide to play needs to have one of these created for it. Every one (including Staff) must comply to this rule before jumping in to any RP. Please be advised that if the Staff have questions regarding your character, you will be sent a PM to discuss the character and whatever discrepancies there may be with it. Our RP Staff will always be willing to work with you when creating a character, but we will not design the character for you. Characters need to be solely created by the player. We can offer suggestions, but everything else must be up to you.
Character Profile Form
Character Name (XP):
(Their Image Here)
Element:
Abilities:
Power(s):
Items (if any):
Brief Background: