Brass Tacks
Power techniques
All techniques grant certain combat advantages. Beginner techniques can be useful if used correctly in many situations besides combat. Especially during some puzzles. When using your techniques, tell us what you intend to do with them when you’re making a move, and we will have you roll accordingly. We encourage creativity with these!
Ex: “Huo will melt the doorknob with fire!” and "Jehiel is going to make an illusion to distract Fane while he steals his diary!"
Only one power can be purchased per experience point!
Comment in the checkout channel of the discord server to learn techniques!
Character:
Element:
Experience:
Technique:
If you'd like to secretly learn a technique, please DM a mod with your form!
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Water
Beginner: Level 1 - 3 (Each can be upgraded with XP points up to 4 times)
Hydrokinesis
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The ability to control water’s movement in any way and shape
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+2 attack while in use
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Consumes 0 Elemental HP
Cryokinesis
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Control ice in every way, shape and form
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+1 attack and +1 defense while in use
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Consumes 0 Elemental HP
Haemokinesis 1
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Control blood in any way, shape and form
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+1 attack and +1 dexterity while in use
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Consumes 0 Elemental HP
Intermediate: Level 4 - 7 (Each can be upgraded with XP points up to 1 time)
Boil
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Heat water to create dangerous water temperatures
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Grants +4 attack with advantage
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Consumes 2 Elemental HP
Freeze
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Freeze your opponents
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Causes a target to roll dexterity at disadvantage
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Consumes 2 Elemental HP if an opponent is targeted
Steam
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Create and manipulate steam of any temperature
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Causes your opponents to roll defense or dexterity at disadvantage
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Consumes 2 Elemental HP
Healing
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Use water infused with magical healing properties to help heal wounds
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Consumes 2 Elemental HP plus the number of points you decide to heal someone
Advanced: Level 8 - 10
Haemokinesis 2
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Control the very blood of your enemies
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Can cause up to 3 characters to roll all stats at disadvantage for 1 turn
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Consumes 5 Elemental HP
Steam 2
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Make a huge cloud of steam to obstruct your opponents’ vision
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Triggers all enemy characters to roll d100s
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Affected characters must roll dexterity at disadvantage for 1 turn
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Consumes 5 Elemental HP
Tsunami
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Create a small tsunami to level ships, enemies and coastal structures
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+4 attack
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Can target up to 4 characters with advantage on dexterity
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Can target up to 5 characters with normal rolls
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Can target as many structures and vehicles as you want within reason with a d100 roll for success
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Earth
Beginner: Level 1 - 3 (Each can be upgraded with XP points up to 4 times)
Geokinesis
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Control rocks in any way shape or form
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+2 attack while in use
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Consumes 0 Elemental HP
Ferrokinesis
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Control metal in every way shape and form
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+1 attack and +1 defense while in use
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Consumes 0 Elemental HP
Chlorokinesis
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Control plants in any way shape or form
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+2 dexterity and +1 mind while in use
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Consumes 0 Elemental HP
Intermediate: Level 4 - 7 (Each can be upgraded with XP points up to 1 time)
Beastmaster
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Summon the animals around you to do whatever you say
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Grants advantage on attack or defense
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+4 if used for attack
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Consumes 2 Elemental HP
Vines
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Rapidly grow vines straight from the ground
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Causes an opponent to roll dexterity at disadvantage
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Consumes 2 Elemental HP
Pillar
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Create a pillar of rock to block attacks
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Grants advantage on dexterity or defense while being attacked
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Consumes 3 Elemental HP
Mantle
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Surround yourself with a crust of metal for 2 turns
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Grants advantage on attack and defense, but causes disadvantage on dexterity
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+3 attack
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Consumes 3 Elemental HP
Advanced: Level 8 - 10
Earthquake
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Rock their world! Literally
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Triggers all enemy characters to roll d100s
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Affected players must roll dexterity at disadvantage for 1 turn
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Consumes 5 Elemental HP
Golem
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Create a giant rock golem do do your bidding with 8 health, 15 def, 15 dex, 20 str and 12 atk
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Volcano
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Create a small volcano to erupt molten rock
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Can target up to 3 opponents
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Grants advantage on attack
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+5 attack
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Consumes 5 Elemental HP
Air
Beginner: Level 1 - 3 (Each can be upgraded with XP points up to 4 times)
Aerokinesis
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Control the movement of air in any way, shape and form
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+2 dexterity and +1 mind while in use
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Consumes 0 Elemental HP
Thermokinesis
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Control the temperature of anything around you
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+2 attack while in use
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Consumes 0 Elemental HP
Atmokinesis
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Moderately control the weather
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+1 attack and +1 dexterity while in use
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Consumes 0 Elemental HP
Intermediate: Level 4 - 7 (Each can be upgraded with XP points up to 1 time)
Bubble
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Create an air bubble underwater for temporary air supply
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Target as many allies as you want with a d100 roll for success
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Consumes 2 Elemental HP
Stormcloud
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Create a powerful stormcloud
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Grants advantage on attack
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+4 attack
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Consumes 2 Elemental HP
Swift
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Use the power of wind to make yourself much quicker
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Grants advantage in dexterity
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Consumes 2 Elemental HP
Dust Devil
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Summon a torrent of sand to blind your enemies
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Target up to 3 opponents
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Affected opponents will have dexterity at disadvantage for their next roll
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Consumes 3 Elemental HP
Advanced: Level 8 - 10
Tornado
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Create a tornado to destroy your enemies, vehicles and structures
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Can target up to 4 opponents or any structures within a reasonable range
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Grants advantage on attack
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+5 attack
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Flight
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Become light as a feather in order to fly
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Grants the ability to escape sticky situations, or even help others with d100 on advantage
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Consumes 5 elemental HP
Vacuum
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Remove the air from concentrated areas
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Can target up to 3 opponents
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Affected characters will be at disadvantage in all rolls until they can roll dex to get away
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Pyrokinesis and Aerokinesis cannot be done while affected
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Consumes 5 Elemental HP
Fire
Beginner: Level 1 - 3 (Each can be upgraded with XP points up to 4 times)
Pyrokinesis
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Control and summon fire in every way shape and form
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+3 attack while in use
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Consumes 0 Elemental HP
Photokinesis
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Control light in any way shape and form
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+1 attack and +1 dexterity while in use
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Consumes 0 Elemental HP
Electrokinesis
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Control electricity in any way, shape and form
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+2 attack and +1 mind while in use
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Consumes 0 Elemental HP
Intermediate: Level 4 - 7 (Each can be upgraded with XP points up to 1 time)
Firestorm
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Create a tornado of fire
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Grants the ability to attack up to 3 opponents at a time
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+4 attack
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Consumes 2 Elemental HP
Flash
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Create a blinding flash of light to disorient opponents
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Can target up to 2 opponents
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Affected opponents must roll dexterity at disadvantage for 1 turn
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Consumes 3 Elemental HP
Paraparesis
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Use the power of lightning to electrocute an opponent
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Completely stuns the affected character for 1 turn
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Consumes 3 Elemental HP
Red Hot
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Superheat your hands to melt flesh and objects
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Grants advantage on attack
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+4 attack
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Consumes 2 Elemental HP
Advanced: Level 8 - 10
Supernova
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Create a bright, blazing hot explosion from your body
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Can target up to 5 opponents or any structure within a reasonable range with a d100 roll for success
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Grants advantage on attack
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+5 attack
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Magmatism
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Heat the ground to create magma
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Can target the ground under up to 3 opponents with a d100 for success
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Grants advantage on attack or makes the affected opponents roll dex at disadvantage
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+5 attack
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Consumes 5 Elemental HP
Pulsar
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Shoot two beams of radiation from your hands
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Can target up to 2 opponents
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Can cut through the environment
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Grants double advantage for attack
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Consumes 5 Elemental HP
Aether
Beginner: Level 1 - 3 (Each can be upgraded with XP points up to 4 times)
Aetherkinesis
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Manipulate reality in the form of illusions
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+2 dexterity and +1 mind while in use
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Consumes 0 Elemental HP
Theurgy 1
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Manipulate spirits and spiritual energy
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+1 attack and +1 dexterity while in use
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Consumes 0 Elemental HP
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Manipulate energy itself
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+2 attack and +1 defense while in use
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Consumes 0 Elemental HP
Intermediate: Level 4 - 7 (Each can be upgraded with XP points up to 1 time)
Astral projection
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Leave your physical body to go elsewhere in spirit
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Regenerates 2 Elemental HP if a turn is spent in astral projection
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The energy gained can be transferred to another ally
Negate
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Drain an opponent's energy
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Takes away their elemental HP for 2 turns
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Consumes 3 Elemental HP
Shield
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Create an energy shield around yourself or an ally
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Grants advantage on defense for the person being shielded
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Consumes 2 Elemental HP
Illusion
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Make illusions in order to confuse your opponent
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Grants advantage on dexterity
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Consumes 2 Elemental HP
Advanced: Level 8 - 10
Necromancy
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Bring someone back from the dead.
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Consumes all Elemental HP and half of your Physical HP
Theurgy 2
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Summon an army of spirits from the other side
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5 spirits with 9 atk, 15 dex, 15 def and 8 HP are here to do your bidding
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
Wraith
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Steal someone else’s element for 2 turns
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Prevents the affected person from using magic for those 2 turns
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Gives you the ability to use their element with all techniques except Advanced
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Consumes all of your Elemental HP after 2 turns are up and 4 Physical HP
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If elemental HP is below its max, you must roll for physical damage