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The Natures

Page history last edited by Danger Dude 12 years, 3 months ago

Background: This is an ancient society of warriors created during the waring time of ancient China. Their very first act of heroism was to end those wars and create a unified china from behind the scenes. every 20 years 8 young men and women are choosen by fate to form a team of heroes that only wish to keep the balance of the earth in check under 1 master at a temple which they are drawn to. Though the code of the Nature says that they are to preserve the balance of the world, some natures acting on their more young and impulsive sides leave the Natures to use their powers to their own desires. If these rebel natures are defeated by another nature who isn't a rebel then their instictual respect honor bounds them to return. these rebel natures make it difficult to place this group as a strictly hero or villain group; However, they are mostly hero as the natures quickly release that it is for the greater good and return or lose when a nature or multiple natures are sent to defeat them.

 

     At the end of the 20 years the 8 students are brought together to chose the next master by means of a tournament. this is because on the 20th year the students of the next generation are all born in the same day across the globe and the powers manifested by the current generation are at their peak and slowly are channeled to the next generation. The victor has his or her powers sealed and rerouted to the new Generation untouched. And  into them is sent the inherited power Of the Grand Nature in the form of inhuman speed, strength, wisdom, stamina, and dexterity and they become the master or what is known as the Grand Nature. The transformation from student to master is so extreme that the Grand Nature's hair, eyes, clothing, and evern any external body objects like jewelry and tattos change color to match the nature they were out of shear expendature of power. Light is white, Dark is Black, Earth is Brown, Ice is a misty light blue, Water is solid Blue, Fire, is Bright Red, Thunder is a metalic grey, and Wind is a Pale Green. the Amount of Power absorbed into the Body of the Grand Nature is so Immense that they are only able to use this power in Short bursts so once they have a few studnets they mostly send them out to finish finding the rest. Also with this power the grand nature is garunteed to kill them 20 years to the day they receive the power, that day is the day of the tournament. after passing on the power of the Grand Nature, the old master fades away into their element and dies. The Power exuded by the transfer of Power is what is said to activate the transfer sequence of power from the first generation to the next. slowly, but surely the transfer of power takes the talents bestowed onto the old natures to the new ones. The powers Gained by the new natures are rarely the same as the ones who came before. the only similarity is that it is based on their nature.

 

     The losers leave their equipment to let the next generation use it if they wish and leave to enjoy whatever time they have with thier power left, because after the 20th year peak there is a slope that ends with loss of their power completely. each nature has a different form of weapon that they have an affinity for and may inherit weapons from past generations. The Dusk Thief uses short blade weapons, The Lightning Warrior uses ranged weapons, The Flame Fox uses any weapon with a blade made for slicing, The Aqua Devil uses Sinister curved weapons, the Earth Demon uses weapons that are power by raw strength, The Shining Idol uses long arms that use the most tehnique The Gale Viper uses variations of the axe, and the Frost fiend uses blunt or crushing weapons. This endless cycle of predeterminded meta powers then loss and sealing isn't considered an actual meta gene since it has exsisted thousands of years before the first metas began to surface. this is one of the most fascinating phenomenon of the meta universe.

 

     The Actual Temple itself is also powered by the excess power given off by the grand nature and there are 3 main sections of the temple all place inside of a gigantic Pyramid-like Chinese Structure, and when I say Big I really mean big the temple is almost the size of a small city.

 

      the upper section which is only accessible for students and the master of the imanging giant rooms boxed in 3 by 3 with no ceilings and eachwith about an acre and a half of land with the exseption of the middle room being  about 300ft by 300ft and connected to of the other 8 rooms. at the point of the pyramid is an artifical sun sespended, powered, and contained by the excess power. Each of the 8 rooms are tailored to be the ideal living quarters of the nature that would reside there. The room Of Earth is complete with a full sized ragged mountain and a mine leadin into the mountain for subterrerainian training and a small cottage as living a living quarters at the base of the moutain safely out of the way incase of a land slide. The room of Lightning is set up with half the room lowered int a valley hovered by artifical stormclouds and iron towers used as lightning towers, which is good to harness lightning if applicable. and the other side is et up with an room lengeth plateau that is covered with a firing range with various heights and ranges. Next to the firing range is a modest, but thin 3 story house of metal living quarters imbeded in the wall of the room with a balcony view on the 3rd floor. The room of Fire has 3 parts, the first being a beautiful cherry blossom garden whic is a nice serene area for practicing combat in a southing enviroment. the next area is a volcane which has an astounding controled eruption that works like a plaza foutane sending the lava back up through the spout. the last area is a miniature Desert with a small oasis to the far corner. there is a stone one story house in the center divider for a living quarters. The Room of water Water is only 20 percent land and a wooden dock to the far sid of the room. the rest is a lake which varies into 3 areas. The one at the main shore is normal calm water, to the far right there is a small Island hit by artifical waves, and the 3rd part is a whirlpool. At the end of the dock is a wooden shack that is used as a living quarters. The room of Wind is a giagantic hit with a high point at the center of the room. the room has wind in the room is artifical generather and directed around the center hill. and there is a small areaat the bottom of the hill with a small outdoor living area complete with a hamock. The room of Ice is divided into 2 areas. the first is a winter forest with snowfall and the other sid is an arctic flatland  with a rigid glacier wall and a pool of water to the left that has a waterfall coming from the top of the glacier, and scattered along the flatland are large chuncks of ice. The room of light is an elevated ruin structure with a circular courtyard with practice dummies along the edges. at the bases of the courtyard are lagre adjustable mirrors that reflect the sunlight and focus it. the inside of the uins are complete with a living quaters. and the room of Dark  has half the room covered in a dense forest which the sun can just barely slip with high up branches and leaves through and the other side is in the shadow of the earth room's mountain casting a shadow over a ruined and dilapitated ancient outpost with a lot of cover and places to blend in. in the heights of the trees is a treehouse in the largest tree in the center of the room used foe a living quarters. the smaller center room is an area that has 3 fighting areas. one is a normal combat ring for full out combat. Another one is an area where dozens of manikins are moving in pathways attaced to the ground and manikins buy metal poles in their back, this is for practicing combat while avoiding harming any civilians. the last area is a group of platforms that raise and lower without warning and rolling boluders flying out og the multileveled hole in the wall. this area is to practice adaptibility in an ever changing enviroment.

 

     The Primary level is made up of 2 structures which are accessible to any who enter the temple but if they aren't a student or master they will get lost in the tunnels. The 1st structure is a complex tunnel system that runs to every room in the temple. Navigation is easy if you are a student or Master because the temple read's where or who you see in your mind's eye and the tunnel's react to that and constructs the quickest pathway for you to go to whom or to where you need to go in the temple. people who aren't one of the naturesand don't know the secret of the mind's eye are doomed to to be lost as soon as they think they are lost, But the temple is not sadistic for as soon as they wish they could just leave the temple it leads them right back out. in certain instances people who are powerful enough are presented to a room by the temple that will lead them to one of the natures, as a test of their skills. the other room is The Grand natures room. It is a simple wooden Dojo no more than 50ft 50ft feet with a rack for weapons , and a meditation area. The final set of rooms are only accessible for the Grand Nature. the first is the tournament room, where the new Grand Nature is chosen and where they receive the power of the Grand Nature. It is a large room with a large matt for combat with 8 orbs surrounding it for each of the natures and when all 8 natures each ord lights up to correspond to each one of the natures and when they lose a round their orb goes out. when the tournament comes there is a stairway to the Grand nature's Chair that he monitors the tournament from. next to that room is the Armory  holds all the armor, wepoen's and tools used by the natures of past generations. When a student first arrives they are borugh to this room to chose what weapon they will master along side their powers.

 

Memebers used:

  • Chuy Lee (Generation 114 Light nature, Generation 115 Grand Nature)
  • Grand Nature(Generation 113 Wind Nature, Generation 114 Grand Nature)
  • Flame Fox (Generation 114 Fire Nature)
  • Tana Vertelli (Generation 114 Water Nature)
  • Lightning Warrior( Generation 114 Lightning Nature)
  • Dusk Theif( Generation 114 Dark Nature)
  • Mabod Tajurah (Generation 114 Ice Nature) 
  • Chip Lawson (Generation 114 Wind Nature) 
  • Earth Demon (Generation 114 Wind Nature) 
  • Danger Dude (Generation 115 Thunder Nature)
  • Flame Fox (Generation 115 Fire Nature)
  • Dusk (Generation 115 Dark Nature)
  • Aqua Devil (Generation 115 Water Nature)
  • Frost Fiend (Generation 115 Ice Nature)
  • Earth Demon (Generation 115 Land Nature)
  • Gale Viper (Generation 115 Wind Nature)
  • Shining Idol (Generation 115 Light Nature)
  • Rock Mistress (Generation 116 Land Nature)

 

Concept: I'll take this note to explain my thoughts behind making this culture, as I put alot of careful thought into integrating it into Danger Dude's story-line without taking away from Danger Dude being the star, But I also wanted the team to be an entity all its own, bigger than Danger Dude. I created Danger Dude first obviously, then Dusk second as a best-friend-like villain, I then decided to make them kindred spirits for a nice two sides of the same coin effect, but to do that, I needed some sort of relation between them more than a friendship, as that has been done before with Peter Parker and Harry Osborn. I instead decided to make them Predestined members of a team, I settled on a team based on the elements, since dusk had darkness down to a point, and Danger Dude already had a variety of electric attacks, so he was set with lightning. Then I had to make the rest of the team, I needed the basics of fire, earth, and water that made 5, that was a start.

 

      I then thought up 3 of the elements to introduce, as bringing out the whole team right away would have been overwhelming. I wanted to ease readers into the team to make it last. but to perfectly integrate them into the story would have been tricky, so I just threw out Fire, Earth, and Water to join the already present. Then I began thinking really far into it, making this more than a quick gimmick in Danger Dude's story then send them on their way. I started to come up with a viable chain of creeds and traditions that could fit this team. so then I introduced a master, the grand nature, a sort of all powerful human to keep these 8 super human teenagers in line, but limit him to allow them to grow and defend the earth, putting more focus on the time when the team functions more than the moment when a new nature is made. I had the foundation laid and got to the backstories for the characters to get them deep enough into the story of Danger Dude to make them last.

 

     First I made them into Students in the high school and the next few stories would make them have strong ties to Danger Dude's Story I made Flame fox into the seductress character already, but I made her obsessed with Danger Dude to give almost a black cat effect, as she is still around in spiderman. as well as the ex-girlfriend of dusk to solidify her into the story. Earth Demon's story wasn't as good, but It worked, Making him Dusk's past fan-boy turned honor bound enemies and making him the helpful friendly giant, making him one of the first people Danger Dude would go to for help. Aqua Devil Is more of a long term story in progress, I introduced him as serious man, but I decided to take it a step further. I always think far down the line for possible stories, and the fact that Dusk and Josh are best friends with Paul and Danger Dude behind the scenes ment that I couldn't ride that rivalry forever, so I figure why not make Aqua Devil into a future villain, so I made him sworn brothers with Dusk, makeing Dusk's harsh betrayal stir feelings of anger and rage stir in Aqua Devil which I plan to make into a lust for power. So at the moment Devil isn't a main part of the story, but he is vital to the story after dusk.

 

     With those 3 settled in I needed more to the team, so I decided to make them a team of 8, also adding light as the opposite to dark, which paralleled fire to water and lightning to earth. The last 2 elements I just wiped up to fill the team with Ice and Wind. Makeing Frost Fiend and Shining Idol into girls who also had a thing for Danger dude started up a useable story for the moment, but not being black cat personas meant they probably wouldn't last as long as Flame Fox. Gale Viper I was basing only on his fresh personality and some bitter feelings with Aqua Devil. I had enough of a story to have them function for a set time and with the team Established I fine tuned any traditions or creeds in the Natures to finallize any unchecked avenues.

 

Rights: I Paul Gestl retain all rights to the Natures as a team, name, history, and the individual memebers. I welcome People to use the Natures in stories of their own, the characters are losely tied and meant to only work together in times of crisis. This is provided that those wishing to use them do their reseach and go over this page and the pages of the individual characters. If you wish to make alternate nature team of a different generation then feel free to do so so long as the memebers above don't overlap with the ones you wish to create. 

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