The Elements
Here is the first in a series of posts detailing assorted stuff about the Star Defender world. (For those from Ditto Town, perhaps this will help you understand the world from which Isaac comes from better.)
So, in the Star Defender world, there are ten elements. These have been captured in the form of cards, and Star Defenders can use these cards to harness the power of these elements. Here are the elements:
Fire: Associated with heat and the consumption of material to be released as energy. When used, releases a blast of fire.
Water: Associated with the nature of liquids. When used, releases a blast of water.
Electric: Associated with electrons and their movement and transfer. When used, emits strong electricity.
Plant: Associated with biological life and earthen objects like rocks. When used, stimulates plant activity in the area.
Ice: Associated with cold and the nature of solids. When used, releases a cold blast that freezes liquids.
Poison: Associated with chemicals and good/bad health. When used, shoots out poisonous sludge.
Wind: Associated with the nature of gases. When used, releases a blast of wind.
Psychic: Associated with the mind and thinking. When used, releases damaging psychic waves.
Dark: Associated with the darker, more unpleasant parts of life. When used, enshrouds area in darkness.
Light: Associated with light and the brighter parts of life. When used, emits strong light.
Cards can also be combined. When combining cards, the Star Defender declares the combination that results; if the combination makes sense, that card will work. A common example is Movement, made by combining Wind and Psychic and used to move objects, or can be combined with Psychic again to create Teleport, which allows the Star Defender to teleport to preset checkpoints. A Star Defender can only combine cards up to a certain level (which increases as the Star Defender gets more experience using elemental cards). The level of a combination card is the total number of the basic ten element cards needed to make the card. For example, Movement is level 2 and Teleport is level 3.
There; hope that wasn't too confusing.
So, in the Star Defender world, there are ten elements. These have been captured in the form of cards, and Star Defenders can use these cards to harness the power of these elements. Here are the elements:
Fire: Associated with heat and the consumption of material to be released as energy. When used, releases a blast of fire.
Water: Associated with the nature of liquids. When used, releases a blast of water.
Electric: Associated with electrons and their movement and transfer. When used, emits strong electricity.
Plant: Associated with biological life and earthen objects like rocks. When used, stimulates plant activity in the area.
Ice: Associated with cold and the nature of solids. When used, releases a cold blast that freezes liquids.
Poison: Associated with chemicals and good/bad health. When used, shoots out poisonous sludge.
Wind: Associated with the nature of gases. When used, releases a blast of wind.
Psychic: Associated with the mind and thinking. When used, releases damaging psychic waves.
Dark: Associated with the darker, more unpleasant parts of life. When used, enshrouds area in darkness.
Light: Associated with light and the brighter parts of life. When used, emits strong light.
Cards can also be combined. When combining cards, the Star Defender declares the combination that results; if the combination makes sense, that card will work. A common example is Movement, made by combining Wind and Psychic and used to move objects, or can be combined with Psychic again to create Teleport, which allows the Star Defender to teleport to preset checkpoints. A Star Defender can only combine cards up to a certain level (which increases as the Star Defender gets more experience using elemental cards). The level of a combination card is the total number of the basic ten element cards needed to make the card. For example, Movement is level 2 and Teleport is level 3.
There; hope that wasn't too confusing.


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