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
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The ability to control fire in any way.
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+3 STR/ATK.
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Consumes 0 Elemental HP
Electrokinesis
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The ability to control lightning in any way.
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+2 STR/ATK and +1 MIND while in use
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Consumes 0 Elemental HP
Photokinesis
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The ability to control light in any way.
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+2 STR/ATK and +1 DEX while in use
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Consumes 0 Elemental HP
Firestorm
Red Hot
Paraparesis
Flash
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Create a tornado of fire.
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Target up to 3 people at a time.
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Grants +5 STR.
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Consumes 3 Elemental HP
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Superheat your hands to melt objects and flesh.
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Grants +6 STR with Advantage.
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Consumes 2 Elemental HP
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Use the power of lightning to electrocute an opponent.
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Completely stun a character for a single turn.
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Consumes 3 Elemental HP
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Blind your opponent with a bright flash of light.
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Gives the targeted opponent a DEF and DEX disadvantage.
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Consumes 2 Elemental HP
Light Speed
Meteor Shower
Solar Wind
Supernova
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Create a bright, blazing hot explosion from your body. Consumes all EHP.
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Can target up to 5 opponents or any structure within reason with a d100 for success.
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Grants Advantage on STR. +7 STR.
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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
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Grants the power to draw heat from the sun in order to cause heat waves. Success can even melt towns.
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Target as many people as you want with a d20 + STR/ATK roll, or structure with a d100 roll.
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+7 STR/ATK Bonus and STR/ATK Advantage.
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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
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Send several currents of electricity crashing down onto up to 5 opponents or structures within reason to electrocute them.
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Grants +7 STR/ATK and STR/ATK Advantage.
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Characters that are hit roll STR/ATK Disadvantage for their next turn.
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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
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Bend yourself through light to travel through greater distances faster.
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Allows you to do two actions in one turn with advantage for the applicable stats.
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Consumes 5 Elemental HP