Gas
Gas elementals have the passive ability to be able to breathe in places where the air might be otherwise unbreathable.
When EHP hits 0, a gas 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.
Benzinikinesis
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The ability to manipulate gasses of your choice in any way.
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+2 DEX and +1 MIND
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Consumes 0 Elemental HP
Barosis
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Manipulate the density of air.
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+2 STR/ATK and +1 DEF while in use
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Consumes 0 Elemental HP
Fragokinesis
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Manipulate the gasses around you to cause or prevent explosions.
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+2 STR/ATK and +1 DEX while in use
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Consumes 0 Elemental HP
Miasma
Death's Kiss
Choke
Rocket
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Manipulate the particles of your chosen gas to invade your opponent's lungs.
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Grants +5 to the stat of your choice.
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Consumes 2 Elemental HP
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Turn your breath to Hydrogen Sulphide in order to damage and completely paralyze your opponent for 1 turn.
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Grants +6 ATK/STR
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Consumes 3 Elemental HP
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Disorient your enemies by making the air so thin or thick, it becomes uncomfortable to breathe.
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Causes your target to roll disadvantage on all stats for 1 turn.
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Consumes 3 Elemental HP
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Use continuous explosive force to rocket yourself, others, or objects into the sky.
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Grants +7 DEX
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Consumes 2 Elemental HP
Solar Ball
Lights Out
Plasmakinesis
Gas Cloud
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Create a cloud of gas to induce hallucinations and light-headedness.
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Affected targets will be at MIND and DEF disadvantage until they can roll to successfully fight off the poisoned air.
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Affected have 2 PHP taken from them for every round affected.
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Must beat a d100 MIND roll to escape the gas.
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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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Charge plasma particles in the air around you to promote faster healing.
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Roll a d100 + MIND to see how successfully you heal yourself or up to 3 allies.
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Consumes 5 Elemental HP
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Thin out the gasses around up to 3 targets to knock them out.
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Effects last for 3 rounds, or if target can make a successful MIND roll to wake up.
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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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Rapidly condense the particles in the air to create a solar flare in order to stun and burn enemies.
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Grants +7 to ATK/STR
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Consumes 5 Elemental HP
Beginner
Intermediate
Advanced
Absolute Gas
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Requires 5 STRUCT
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Become your element. There's no going back from this.
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Turn your body into gas in order to change forms at will, move much quicker, and endure hits much easier.
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Grants a permanent +3 to all stats, including PHP and EHP.
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You can no longer use items meant to lessen the effects of Unnatural Elements.
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An extra PHP point will be taken away each round when EHP runs out.
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Grants the ability to become invisible for DEX advantage.