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Shapers of Kro Var - Elemental Shaping Faction Advertisement

Shapers of Kro Var
Fire | Earth |Water | Air

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OOC Hierarchy:
FO: @Azula Feanor
Admin: [member="Nick Imura"]
Admi: @Akio Diachi
The Shapers:
The Shapers of Kro Var are a group of elemental 'shapers' who use the dark side of the force to manipulate the core elements. Earth, fire, water, and air. They are equalists who believe in order through chaos, that the natural order is disorder; and that all forms of oppressive government should be torn down. Due to this, the internal heiarchy/government can be confusing. This is why the Var implemented a system of clans, as the past Shapers of Kro Var had. In this system, any member is free to create a clan with their own ideals and opinions, based around religion or war. Whatever they please. With this in mind, the Shapers were hoping to create a a group of free clans working under one banner, under one cause: freedom. Additionally, the Kro Var are very religious and follow the gods and goddesses of Var, whom are represented by their physical embodiment, the prophet. Or simply the Var. The Var, and the high master are able to shape all of the elements.
The Var (Azula Feanor), speaking to the people of Kro Var.

"This world, this people, has been barren, decimated, weak, and in suffering for far too long. As matriarch or Kro Var, and the sole holder of past knowledge, I want to present to you all, not an opportunity but a decision. For centuries, the clans here have been left without the Shapers. Left alone and unprotected...crippled under the weight of the so called protectors, the Jedi. And by the Sith, were your guardians murdered. I want nothing more than to create a galaxy of freedom, not one where innocents are oppressed, and ruled. I desire a galaxy of peace...where governments are no more, and where there is no law. They think freedom is something you can take or give on a whim. Yet to their people freedom is just as essential as...air. And without it, there is no life. There is only darkness. So your clans of brothers and sisters and anarchy, are witnessing the beginning of an era of true freedom. I will forge a world without kings or queens, without borders or nations, where man's only allegiance is to himself, his clan, and those he loves. I will return to this galaxy the true balance of natural order. You must be hesitant though, I understand this much. As the great Airshaper, Giatsu once said; "Instinct is a lie, told by a fearful body, hoping to be wrong." This decision I ask of you, is to break ties with those who have governed you in these times. And to let your natural order back, to let the Shapers lead once again!"

Shapers History:​



Ranks of the Shapers of Kro Var
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Prophet - Voice of the Gods

A position held by only one person at a time, this person is the embodiment of the Gods and Goddess. They are the spiritual leader for the Shapers of Kro Var. Her words speak of the religion, and the will of the Gods and Goddess. A Messenger conceived from the gods themselves, their word is law of the land among the spiritual aspect. This messenger is also a part of the Clan meetings and voices the gods and their opinions upon any matter the clans speak of. They can create laws for the Shapers of Kro Var, and the General people of Kro Var. However, it cannot conflict with the Clans and their set of Laws that are set for everyone. They can also learn how to use the Shaping powers within the Kro Var system. Considered on the same level of power and skill as the Shaper High Master, able to learn any of the Shaping Arts.

Current Prophet - @Azula Feanor, Wolfgirl


Shaper High Master

Considered as part of the Shaper Caste of Cheiftans, The Shaper High Master is one of the very few members who will master all of the Shaping arts within the force. Thus they are very respected and even given a seat on the Clan Conventions. They can be part of a Clan. However they are not allowed to be the lead of a Clan due to their position of power as the Teacher of all within the Shapers for their Force sensitive Sect.

Current High Master - Nick Imura, Dark Prince of Kro Var


Clan Head

Within the Clans of Kro Var, many can be part of the Council of Elders who convene with the clans. However, leading this is the Clan Head. Not the actual leader, and is more so the speaker of the clans. This person may lead their own clan, and take part in the voting. And more so acts as the "Judge" within the Council. Preventing arguments and making sure every clan can have a say with the information in hand.

Current Clan Head - Akio Diachi, No title


Cheiftans & Matriarchs

Masters within the Shapers of Kro Var, this group of people are Clan Heads, and Masters of their Element. There are a rare few who know all of the Shaping Arts, and are considered some of the higher ups within this caste of Force Users. As such, they are known to be leaders in battle, and are an inspiration to those who are under them. Should any of the members of this caste be Clan Leaders, they will convene with the Prophet to create laws for the Kro Var. This system of Checks and balances prevents from the Prophet, or just one clan, or multiple clans leading everything within the Kro Var system.

Current Clan Leaders


Zealot

The Second Highest rank within the Shapers of Kro Var, these are considered adept within the force and have trained vigorously within their Shaping art. At this part, they are allowed to learn one more shaping art including their original shaping art. However, this requires approval from the Council of Elders. Making the Backbone of the Shaping Castes, these force sensitives are also allowed to choose from a special set of items, and receive a special weapon of their choice to be used.

Current Zealots


Aspirant

The lowest tier of the Shapers of Kro Var, they are the beginners of their Shaping art. Many come from many backgrounds. However, all are treated the same here. These are the backbone of the Shapers. Most Aspirants stay as such because they want to become a Master within a single art, or do not wish to carry the responsibilities of training others in the art. However, most of the time, the Aspirant would prefer to move up so they can receive a weapon of their choice, as well as gain the approval from the Council of Elders. To do so, they must pass the trials of a Shaper set up by their master, or by one of the Council Elders, or a Clan Head.

Current Aspirants



Kroinism (Religion of the Shapers)
Lineana

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Goddess of the skies, wind, currents and weather, Lineana is the embodiment of the wind you feel upon your cheek. The air you breathe. Known for her wisdom and knowledge among the Gods and Goddesses of Kro Var, Lineana is the level headed one of the five. Her spirit animal is a Hawk that flows through the wind with predatory senses, and knowledge of the hunt. Immortal and forever in a youthful appearance, Lineana is very soft spoken. To those who can hear her whispers, they are bestowed the power of Wind Shaping.


Veumbra
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Lady of fire, and the creator of Lava, this Goddess of flame is the very heat you feel upon your face on the noon day. Known for her fiery temper, and powerful arts of skill, and warrior attitude, Veumbra is the flames of the sun over the sky. A spirit animal of a phoenix, the Lady of Flame is said to burn those who are not worthy of the Fire shaping arts. Passing her tests grants you her boon.


Azurnal
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Lord of the seas, creator of the oceans, and God of Water, he is the true embodiment of fluid movements and tactical prowess. He provides the life of many through the form of rain, and water. His animal is that of the great Sea Leviathan. A serpent great in strength and speed through the waters. Should you survive the tests of the raging waves, and the depths of the oceans below, his gift of Water Shaping is granted.


Gorlan
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Giant of Stone, Being of Kro Var, and the Strength of the ground beneath your feet, Gorlan is seen as a very powerful and imposing figure of a Giant. His spirit animal is that of the Azaru. A beast of burden, yet wild and free among the plains of Kro Var. Should you best the raw power of the ground beneath your feet, and the mountains to your back, May you find the Roots of the mountain strengthen you with Earth Shaping.


The Abyssal God
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Having no real name, The being of the void known only as the Abyssal God, or as Lord of the Void, is seen as a shame upon the Gods and Goddess. Practicing in the "Invisible Arts" of things such as Mind Tricks, and Telekinesis. He is the Chaos embodiment of the Kro Var culture. Having no physical form, he is formless, shapeless, and should you find strength with the Lord of the Abyss, granting powers of the Forbidden Force.



Elemental Powers:


Watershaping

Watershaping, the gift of Azurnal, and one of the four elemental shaping arts, is the hydrokinetic ability to control water in all of its various forms. This type of shaping is used by the people of the Water Clans, who are divided into Southern, and Northern Kro Var, as well as those scattered across other mixed clans. Each clan has it's own shaping styles as well, it is important to remember this when Shapers create or join clans.
Water is the element of change.
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The moon is believed to be the source of power in watershaping, and the original watershapers said to have learned to shape by observing how the moon pushed and pulled the tides of Kro Var. The fighting style of watershaping is mostly fluid and graceful, acting in concert with the environment. Watershapers deal with the flow of energy; they let their defense become their offense, turning their opponents' own forces against them. Even when watershapers do take an attack stance, their moves always appear to flow from one to the other.


Watershaping abilities and techniques:

Breath of ice: A watershaper can use their breath to rapidly freeze objects, such as metal chains, or an opponent. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.

Ice blade: Watershaper can create a swordlike blade of ice.

Ice bullets: Watershapers are able to rapidly shoot shards of ice at their opponents.

Ice claws: Using ice claws involves the shaper drawing water around their fingers and freezing it. They can also be sent forward, shooting them at an opponent. A watershaper can also use this as an advantage; being small and unnoticeable, they can hide them in their sleeves. Additionally, this technique uses little water and thus can be performed quickly using the condensation technique.

Ice creeper: A watershaper can send a ray of ice on the ground, speeding at an opponent to freeze them. This technique freezes a trail of water beginning with the waterbender performing the move and ending with their targets freezing.

Ice disc: A watershaper can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but also thin, so thin one could break them with their wrist.

Ice gauntlet: Similar in technique to the ice claws, a watershaper can freeze water around their hands and turn it into a sharp spike that can be used to scale mountains or impale their opponent.

Ice hook: Watershapers, if creative enough, may form a hook out of ice which they can use to climb vertical surfaces.

Ice shield: Watershapers are able to freeze water in front of them, creating a shield of ice.

Ice spear: The ice spear is a watershapers move that involves freezing a stream of water into a spike and firing it at the intended target.

Iceberg spike: Watershapers can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.

Phase change: Watershapers also possess the ability to alter the physical state of the water they manipulate, between liquid, solid and gas, at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement. Watershapers also possess the ability to breathe an icy mist that freezes water and other substances.

Streaming the water: It is a move that draws water from a source that watershapers move around their bodies. A more advanced version demonstrated by Azula apparently involves "sinking and floating". This move is thought to be used for basic training so that beginning watershapers can get a "feel" for water, but it is in reality a useful move performed by watershapers of every skill level.

Water bullet: The water bullet is a move where a watershaper bends a large amount of water and sends it in a forceful blow toward their target. It is similar to a water jet, but it is more for a quick use since the jet takes more concentration. It is basic yet useful because it takes little time to perform and has a significant effect on the target.

Water cloak: A watershaper can use their water as a form of armor with tentacle-like arms. The bender can use these arms to grab objects or enemies, whip enemies, blast enemies with water, and freeze them. If a watershaper has less water available, he or she can simply form the arms instead of the entire cloak.

Water filtering: When working in concert with an earthshaper, a watershaper can purify polluted water. The watershaper suspends the polluted water in the air while the earthshaper removes the pollutants.

Water jet: High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has the intent of severely hurting their opponents.

Water knife: The ability to shape water into a super-sharp edge or point for a split-second, enabling a watershaper to cut through metal, wood and stone.

Water manipulation: Almost all forms of watershaping involve moving and shaping a body of water to the watershaper's desire. By simply levitating a large mass of water, watershapers can move water anywhere they wish, even parting it under the surface of a lake or sea, allowing them to walk along the bottom of a basin without the need to swim. These large bodies of water can also be used as weapons, either by shaping them into gigantic whips, swung repeatedly at a target as a snake-like body, formed momentarily into a razor-sharp edge that can cut through even metal, or simply dropped onto an opponent to smother them or put out a fire. On the sea or ocean, watershapers can be used to create giant maelstroms.

Water pressure manipulation: Watershapers are also able to manipulate water pressure, allowing them to use water to grasp other objects or cut through without simply parting around them. Water can be used as a semi-solid while being able to move and flow like a liquid. Water can be pressurized to such a level where it can slice through metal. Watershapers can also use this to avoid sinking in water, effectively allowing them to walk on water.

Water wall/water shield: Water can be molded into a variety of shapes and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes the watershaper's defense so adaptable. Although usually protective, the shield needs some type of compression or else it will not be effective.

Water whip: The water whip is a commonly used move that involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a watershaper's control, and more powerful benders can create larger whips, or ones of greater finesse. The whip can be sharpened into a blade that can slice through metal with relative ease.

Wave: By moving a large mass of water without separating it from its original source, watershapers can create waves of nearly any size. They do this by using an upward movement that raises the source, which they subsequently send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel waterborne crafts.


Watershaping master level:

The mark of a master watershaping is the ability to swiftly change from one state of water to another and rapidly switch techniques during combat, keeping the opponent off guard while constantly adapting to the enemy.

Bubble: Capable watershapers are able to cross large bodies of water by creating a bubble around themselves and their fellow travelers, maintaining a supply of air for their journey.

Ice dome: A highly advanced technique, a watershaper may surround a foe in a sphere of water and freeze it, trapping their opponent inside.

Ice drill: By turning the tip into ice, a watershaper control massive amounts of water into a spiraled frozen drill.

Ice floor: With a sufficient amount of water available, a master can cover a large area of the ground with ice, trapping their enemies' feet in ice while allowing them to slide around.

Ice prison: This technique covers an opponent in a prison made of ice. By finely controlling the position of the person within, this technique can restrict the motions of an opponent's hands, thus rendering them powerless.

Ice ramp: Watershapers can manipulate ice as a means of short transportation for themselves or others.

Ice tunneling: Watershapers are able to swim through thick ice with the same ease as through water, allowing them to surprise their foes.

Maelstrom: In a large body of water, a watershaper can create a gigantic whirlpool.

Multiple water whips: An advanced watershaping move similar to the single water whip, except it deals with more than one whip, usually four or five. This technique seems to be able to inflict a large amount of damage.

Octopus form: A body of water formed around the user into eight or so whip-like limbs which can be used to grasp or strike an opponent or to intercept incoming attacks.

Partial ice whip: Watershapers can take hold of the end of an opponent's water whip and locally freeze the opposite end in order to trap their opponent and pull them in closer.

Razor rings: An experienced watershaper can create multiple simultaneous water rings capable of cutting.

Water boxing: To perform the technique, a watershapersurrounds their fist with a small amount of water and punches their opponent.

Water dome: A master watershaper can collect water from the rain, forming a dome which can be used for both offense and defense.

Water drill: A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill. The move takes mastery of watershaping since the motions to create a constantly twisting body of water requires shaping skill.

Water gimbal: Skilled watershapers can create a gimbal, or two rotating rings of water, around their bodies. This has both defensive and offensive capabilities, such as being used as a cannon.

Water pinwheel: This move involves the user moving a large mass of water and spinning it vertically around him/her.

Water ring: A skilled watershaper can create a ring of water around their body which can be used for both defense and offense, such as shooting ice shards or sending water whips at their opponent.

Water spout or "water vortex": This high-level technique involves controlling a whirlpool-like pillar of water or snow, rotating it and directing its movements at the same time, making it easier for the user to dodge attacks. In accordance with the water spout's constantly shifting and coiling movements, it forms a giant snake of water around the lower body, elevating them from the surface of the water.


Var (Prophet) level watershaping:

Ice fissure: Var's are able to use watershaping to split frozen ground by bending the water mixed with the earth.

Remote waterbending: Var's can use watershaping from distances which a watershaper would not normally be able to access.

Tsunami: Since they can control larger amounts of water, Var's are capable of creating and controlling water bodies of far greater size and scale, including causing massive tsunamis, at will.

Water compression: An Var in the Var State has enough power over water to compress its volume, compacting several thousands of gallons into a small volume.


Special techniques:

Many of the following techniques are guided by the principle that watershapers may manipulate any solution, organism or object where water is present.

Armless watershpung: Proficient watershapers can control water without the use of limbs, relying only on the torso to generate enough movement to manipulate a medium.

Bloodshaping: Bloodshaping is a rather sinister application of the principle that water is present in every living organism, thus making them shapeable objects themselves. By definition, bloodshaping is a technique that allows a shaper to enforce his or her will to an organism. Initially, it was thought that bloodshaping could only be done during the 'full moon' of Kro Var, where watershapers are at their most powerful. However, it was proven that complete mastery of bloodshaping would not require a full moon to practice the ability. This ability was outlawed in old Kro Var, however upon discovery of the Holocron of Var, Azula Feanor became the first person with the knowledge of Bloodshaping in over 2,000 years.

Cloud manipulation: By working together, a watershaper and airshaper can easily manipulate clouds, which are made of air and water, to create various shapes. In one particular instance, cloudshaping was used to provide a message to nearby villagers of an erupting volcano.

Condensation: Not only can skilled watershapers condense clouds into a usable source of water when they are within close range of one, but they also can condense invisible water vapor right out of the air. Although, due to the limited quantities of water present in the air, as a mere 1% at most of the the typical atmosphere is water vapor, the amount of water extracted from the air is quite minimal. Favorable environment and climatic conditions increase the amount of water one can remove from the air.

Healing: Watershapers can sometimes use a unique sub-skill: the ability to heal injuries by redirecting force energy, or chi, throughout the body, using water as a catalyst. Watershapers can use their abilities to heal by surrounding a sick or injured person with water, which glows during the process. When infused with spiritual knowledge, a variation of this technique can be used to calm angry spirits.

Plantshaping: Plantshaping has enabled members to control and manipulate every form of plant life from the highly water-saturated vines and roots found within the swamp lands to seaweed from the ocean floor – they can even rapidly compress and replace the plant mass of the plants they bend, since the cell tissues of a plant are more versatile than the cell tissues of an animal.

Ur-Spiritshaping: A variation of the healing technique with the addition of spiritual knowledge. By encircling spirits or even projected human souls in the Spirit World with water, one is able to induce a change between the positive and negative energies, creating balance or imbalance within the target.

Steam manipulation: A technique that allows watershapers to manipulate steam, and can also be used to manipulate fog. It can be used to freeze people or objects or to create cover, or more sinister, burn targets alive.

Water run: This is a technique in which watershapers can run on water at high speeds, in addition to riding on foreign objects with the same purpose.

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Fireshaping

Firebending, the gift of Veumbra, and one of the four elemental shaping arts, is the pyrokinetic ability to control fire. It is unique among the shapingarts, as it is the only one in which the performer can spontaneously generate the element. The first fireshapers lived in a city atop a volcano during the era of Var, and the art later spread to the Sith Clans, which soon became fireshaping clans. Many Earthshaping clans have a small fireshaping minority.

Fire is the element of power.

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Firebending is believed by the shapers of Kro Var to draw its power from the sun, and the first humanoid fireshaper's derived their fireshaping techniques from the dragons. Fireshaping is known for its intense and aggressive style and general lack of adequate defensive moves, although firebenders can modify offensive maneuvers to function as a defense, such as creating large walls of fire or shooting down incoming attacks with fire jabs. It is a known element to resonate with sith, as it is most easily fueled by hatred, rage, and anger. However a select group of fireshapers know how to use the art with emotion and passion, creating a different kind of fire than the like.

(Other elements coming soon! I'm going to go ahead a post this though as I want to make sure I don't lose it. Thanks for reading and please think about joining!~Azula )

Source Material: http://starwars.wikia.com/wiki/Shapers_of_Kro_Var
Inspiration: http://avatar.wikia.com/wiki/Avatar_Wiki
 
[member="Saki"] I see you have the tag, why not commit~

Thank you, by the way.

[member="Nick Imura"] It took me forever to write out the Watershaping stuff. Forever. And sure, I will because I love computers! #Procomputer
 

Saki

Came in like a wrecking maul
[member="Azula Feanor"] more then likely, I have two shapers. Saki and Sawa running around. Might be able to convince them to commit with a thread or two
 
Well-Known Member
Oh hey! A unique Kro Var faction!

I've got enough characters, but I commend you for your efforts :) I once had a Kro Var minor faction, it didn't do very much despite my best efforts (I'm not very good at the whole faction thing haha).

I'm sure you'll do better :p
 

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