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Fire

When EHP hits 0, a fire elemental's abilities will begin gradually taking PHP overtime, and any further actions will have DEF disadvantage until EHP can be recovered.

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If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.

Pyrokinesis

  • The ability to control fire in any way.

  • +3 STR/ATK.

  • Consumes 0 Elemental HP

Electrokinesis

  • The ability to control lightning in any way.

  • +2 STR/ATK and +1 MIND while in use

  • Consumes 0 Elemental HP

Photokinesis

  • The ability to control light in any way.

  • +2 STR/ATK and +1 DEX while in use

  • Consumes 0 Elemental HP

Firestorm

Red Hot

Paraparesis

Flash

  • Create a tornado of fire. 

  • Target up to 3 people at a time.

  • Grants +5 STR.

  • Consumes 3 Elemental HP

  • Superheat your hands to melt objects and flesh.

  • Grants +6 STR with Advantage.

  • Consumes 2 Elemental HP

  • Use the power of lightning to electrocute an opponent.

  • Completely stun a character for a single turn.

  • Consumes 3 Elemental HP

  • Blind your opponent with a bright flash of light. 

  • Gives the targeted opponent a DEF and DEX disadvantage.

  • Consumes 2 Elemental HP

Light Speed

Meteor Shower

Solar Wind

Supernova

  • Create a bright, blazing hot explosion from your body. Consumes all EHP.

  • Can target up to 5 opponents or any structure within reason with a d100 for success.

  • Grants Advantage on STR. +7 STR.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Grants the power to draw heat from the sun in order to cause heat waves. Success can even melt towns. 

  •  Target as many people as you want with a d20 + STR/ATK roll, or structure with a d100 roll.

  • +7 STR/ATK Bonus and STR/ATK Advantage.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Send several currents of electricity crashing down onto up to 5 opponents or structures within reason to electrocute them. 

  • Grants +7 STR/ATK and STR/ATK Advantage.

  • Characters that are hit roll STR/ATK Disadvantage for their next turn.

  • Consumes all Elemental HP

  • If elemental HP is below its max, you must roll for physical damage

  • Bend yourself through light to travel through greater distances faster. 

  • Allows you to do two actions in one turn with advantage for the applicable stats.

  • Consumes 5 Elemental HP

Beginner

Intermediate

Advanced

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