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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

  • The ability to manipulate gasses of your choice in any way.

  • +2 DEX and +1 MIND

  • Consumes 0 Elemental HP

Barosis

  • Manipulate the density of air.

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

  • Consumes 0 Elemental HP

Fragokinesis

  • Manipulate the gasses around you to cause or prevent explosions.

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

  • Consumes 0 Elemental HP

Miasma

Death's Kiss

Choke

Rocket

  • Manipulate the particles of your chosen gas to invade your opponent's lungs.

  • Grants +5 to the stat of your choice.

  • Consumes 2 Elemental HP

  • Turn your breath to Hydrogen Sulphide in order to damage and completely paralyze your opponent for 1 turn.

  • Grants +6 ATK/STR

  • Consumes 3 Elemental HP

  • Disorient your enemies by making the air so thin or thick, it becomes uncomfortable to breathe.

  • Causes your target to roll disadvantage on all stats for 1 turn.

  • Consumes 3 Elemental HP

  • Use continuous explosive force to rocket yourself, others, or objects into the sky.

  • Grants +7 DEX

  • Consumes 2 Elemental HP

Solar Ball

Lights Out

Plasmakinesis

Gas Cloud

  • Create a cloud of gas to induce hallucinations and light-headedness.

  • Affected targets will be at MIND and DEF disadvantage until they can roll to successfully fight off the poisoned air.

  • Affected have 2 PHP taken from them for every round affected.

  • Must beat a d100 MIND roll to escape the gas.

  • Consumes all Elemental HP

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

  • Charge plasma particles in the air around you to promote faster healing.

  • Roll a d100 + MIND to see how successfully you heal yourself or up to 3 allies.

  • Consumes 5 Elemental HP

  • Thin out the gasses around up to 3 targets to knock them out.

  • Effects last for 3 rounds, or if target can make a successful MIND roll to wake up.

  • Consumes all Elemental HP

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

  • Rapidly condense the particles in the air to create a solar flare in order to stun and burn enemies.

  • Grants +7 to ATK/STR

  • Consumes 5 Elemental HP

Beginner

Intermediate

Advanced

Absolute Gas

  • Requires 5 STRUCT

  • Become your element. There's no going back from this.

  • Turn your body into gas in order to change forms at will, move much quicker, and endure hits much easier.

  • Grants a permanent +3 to all stats, including PHP and EHP.

  • You can no longer use items meant to lessen the effects of Unnatural Elements.

  • An extra PHP point will be taken away each round when EHP runs out. 

  • Grants the ability to become invisible for DEX advantage.

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