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Air

When EHP hits 0, an air elemental's abilities will begin gradually taking PHP overtime, and any further actions will have DEX 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.

Aerokinesis

  • The ability to control air

  • +2 DEX and +1 MIND

  • Grants the passive ability to fly

  • Consumes 0 Elemental HP

Atmokinesis

  • The ability to control the weather around you

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

  • Consumes 0 Elemental HP

Thermokinesis

  • The ability to control temperature

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

  • Consumes 0 Elemental HP

Bubble

Swift

Stormcloud

Heatwave

  • Create bubble for temporary air supply.

  • Target as many allies as you'd like with a roll for success.

  • Eliminates the need for defense rolls against drowning or suffocating.

  • Consumes 2 Elemental HP

  • Use the power of wind to make yourself or another much faster.

  • Grants +6 DEX to affected character.

  • Consumes 3 Elemental HP

  • Form a powerful storm cloud of any kind.

  • Grants +5 STR/ATK

  • Consumes 2 Elemental HP

  • Create a devastating heatwave.

  • Grants +6 STR/ATK

  • Consumes 2 Elemental HP

Mirage

Tornado

Sonic Boom

Vacuum

  • Remove the air from concentrated areas.

  • Can target up to 3 opponents.

  • Affected characters will be at disadvantage in all stats until they can roll to escape.

  • Eliminates the ability to use pyro and aerokinesis within the vacuum.

  • Consumes all Elemental HP

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

  • Break the sound barrier to disorient and destroy.

  • Grants +7 DEX and +6 STR.

  • Consumes 5 Elemental HP

  • Create a tornado to destroy your enemies, vehicles and structures.

  • Can target up to 4 characters or structures within reason.

  • This ability can have consequences if used within tight spaces.

  • Grants +8 STR/ATK with advantage.

  • Consumes all Elemental HP

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

  • Use the power of heatwaves to create a mirage.

  • Grants +7 in MIND to cause MIND damage to your enemies or simply confuse.

  • Consumes 5 Elemental HP

Beginner

Intermediate

Advanced

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