Combat
Cataclysm • Action
When you gain this trait, select an element.
Describe how you invoke elemental chaos → Create a powerful, uncontrollable manifestation of your element within a midrange distance (a lava geyser erupts, a miniature twister forms, lightning randomly strikes the area, etc). The GM decides what the manifestation does.
Elemental Soul • Passive
When you gain this trait, choose two:
Frostbite • Passive
When you damage a creature, slow it. If it’s already slow from this trait, it’s stuck. If it’s already stuck from this trait, stun it for 1 round. If it’s already stunned from this trait, roll +3 damage die and it loses all debuffs from this trait. Resisting.
Immolate • Action
Describe how you ignite a creature → Deal melee or ranged damage and the target bleeds. This stacks with all bleed effects, including itself.
Lightning Bolt • Action
Describe how you throw a bolt of lightning → Deal ranged damage to a creature within a close distance. The attack then bounces as many times as you like to new targets within a close distance. Each time, roll 1 less damage die.
When you gain this trait, select an element.
Describe how you invoke elemental chaos → Create a powerful, uncontrollable manifestation of your element within a midrange distance (a lava geyser erupts, a miniature twister forms, lightning randomly strikes the area, etc). The GM decides what the manifestation does.
Elemental Soul • Passive
When you gain this trait, choose two:
- Resistance: You are immune to fire, lightning, or cold, or you have +2 block (choose one).
- Air: You don’t decrease rolls when you hurry.
- Earth: You weigh 20 times more and can’t be forcibly moved. Roll extra damage die (the GM decides how many) if you crush someone.
- Fire: Once each combat, at any point, deal melee damage to others in a blast centered on you (no attack roll required).
- Water: You and allies within a far distance heal twice as much as normal.
Frostbite • Passive
When you damage a creature, slow it. If it’s already slow from this trait, it’s stuck. If it’s already stuck from this trait, stun it for 1 round. If it’s already stunned from this trait, roll +3 damage die and it loses all debuffs from this trait. Resisting.
Immolate • Action
Describe how you ignite a creature → Deal melee or ranged damage and the target bleeds. This stacks with all bleed effects, including itself.
Lightning Bolt • Action
Describe how you throw a bolt of lightning → Deal ranged damage to a creature within a close distance. The attack then bounces as many times as you like to new targets within a close distance. Each time, roll 1 less damage die.
Exploration
Control Weather • Slow Action
Describe how you change the weather → Name any weather effect that your region could normally experience at this time of year. That weather effect gathers over the course of the next hour or so, and then persists for at least 1 day.
Clutch of Earth • Slow Action
Describe how you manipulate gravity → Significantly intensify or weaken gravity in an area that extends out to a midrange distance.
Earth Walk • Passive
You can move through stone, metal, and earth as if they have the consistency of mud. If you are fully encased in one of these materials, you can breathe normally and sense your surroundings. You can carry objects with you if you've held them for about half an hour. You can carry willing living creatures with you if you prepare as a Slow Action.
Flight • Passive
When you fall, decrease the severity of the fall to the next lower step (from deadly to dangerous, or from dangerous to safe).
You can fly, maneuvering about as well as a bird in flight. When you gain this trait, work with your GM to determine weaknesses associated with your flight (it’s extremely exhausting, you need a flat area to safely take off and land, you are a clumsy flier, etc).
Shape Element • Slow Action
When you gain this trait, select an element.
Describe how you shape your element → Summon or shape up to 1 space of that element within a close distance. Extending this to a slow action dramatically increases the range and the number of spaces you can affect.
Tremors • Passive / Slow Action
You can accurately sense the movements of everything touching the ground within a far distance. As a slow action, you can concentrate with your ear to the ground and hear vibrations of very distant things.
Water Breathing • Passive
You can breathe water. Increase all rolls you make to swim.
Describe how you change the weather → Name any weather effect that your region could normally experience at this time of year. That weather effect gathers over the course of the next hour or so, and then persists for at least 1 day.
Clutch of Earth • Slow Action
Describe how you manipulate gravity → Significantly intensify or weaken gravity in an area that extends out to a midrange distance.
Earth Walk • Passive
You can move through stone, metal, and earth as if they have the consistency of mud. If you are fully encased in one of these materials, you can breathe normally and sense your surroundings. You can carry objects with you if you've held them for about half an hour. You can carry willing living creatures with you if you prepare as a Slow Action.
Flight • Passive
When you fall, decrease the severity of the fall to the next lower step (from deadly to dangerous, or from dangerous to safe).
You can fly, maneuvering about as well as a bird in flight. When you gain this trait, work with your GM to determine weaknesses associated with your flight (it’s extremely exhausting, you need a flat area to safely take off and land, you are a clumsy flier, etc).
Shape Element • Slow Action
When you gain this trait, select an element.
Describe how you shape your element → Summon or shape up to 1 space of that element within a close distance. Extending this to a slow action dramatically increases the range and the number of spaces you can affect.
Tremors • Passive / Slow Action
You can accurately sense the movements of everything touching the ground within a far distance. As a slow action, you can concentrate with your ear to the ground and hear vibrations of very distant things.
Water Breathing • Passive
You can breathe water. Increase all rolls you make to swim.
Interaction
Calm the Storm • Slow Action
Describe how you calm someone → As many creatures as you like within a close distance become significantly more passive, calm, and reasonable.
Fan the Flames • Slow Action
Describe how you fan the flames of emotions → Significantly intensify the current emotions of as many creatures you like within a close distance.
Still Air • Action
Describe how you still the air → Silence a creature or object within a close distance. It can’t make any noise whatsoever for several minutes. If you like, extend the zone of silence out to a close distance in all directions around the target.
Words on the Wind • Quick Action
Speak a few sentences → Your message travels to anyone you like within a few minutes. That person can then speak a few sentences, and their message will return to you in a similar fashion.
Describe how you calm someone → As many creatures as you like within a close distance become significantly more passive, calm, and reasonable.
Fan the Flames • Slow Action
Describe how you fan the flames of emotions → Significantly intensify the current emotions of as many creatures you like within a close distance.
Still Air • Action
Describe how you still the air → Silence a creature or object within a close distance. It can’t make any noise whatsoever for several minutes. If you like, extend the zone of silence out to a close distance in all directions around the target.
Words on the Wind • Quick Action
Speak a few sentences → Your message travels to anyone you like within a few minutes. That person can then speak a few sentences, and their message will return to you in a similar fashion.