


Mercury
Mercury elementals have the passive ability of immunity to regular poisons.
When EHP hits 0, a mercury elemental's abilities will begin gradually taking PHP overtime, and any further actions will have STR disadvantage until EHP can be recovered.
If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.
Ermiskinesis
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The ability to control mercury in any way.
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+2 STR/ATK and +1 DEF while in use
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Consumes 0 Elemental HP
Atmidokinesis
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The ability to control mercury vapor in any way.
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+2 STR/ATK and +1 DEF while in use
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Consumes 0 Elemental HP
Velocikinesis
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The ability to manipulate your speed and agility using liquid mercury.
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+3 DEX while in use
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Consumes 0 Elemental HP
Armor
Vaporize
Push and Pull
Quicksilver
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Cover parts of yourself in a layer of hardened mercury to protect yourself or hit harder.
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Grants +3 DEF and +2 STR
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Consumes 2 Elemental HP
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Create a toxic cloud of mercury vapor to target and poison two enemies at once.
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+5 STR.
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Consumes 2 Elemental HP
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Using liquid mercury, speed up or trip up an ally or opponent.
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Puts an enemy at DEX disadvantage for two turns or an ally at DEX advantage for two turns.
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Applies to vehicles as well.
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Consumes 2 Elemental HP
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Create a path of liquid mercury to surf on and boost your speed.
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Grants +5 DEX.
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Consumes 2 Elemental HP
Glide
Halt
Lethal Image
Venomous
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Soak liquid mercury into a target's skin to inflict them with a lasting poison.
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Takes two HP from the effected target every round, and puts them at DEX disadvantage.
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Another mercury elemental must draw the poison out to end the effect.
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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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Manipulate mercury vapor directly into the lungs of up to two targets, causing them to experience violent hallucinations
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Affected targets will attack anyone closest to them (including their own allies) for the next four rounds.
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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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Use mercury vapor to paralyze your enemies.
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Can target up to 5 characters.
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Targets cannot move or make actions for the entirety of their next turn.
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Grants advantage on attacks against them.
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Consumes 5 Elemental HP
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Carry yourself across difficult surfaces with liquid mercury.
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Allows you to travel across walls, over ceilings, and even across gaps up to twenty feet long.
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Consumes 5 Elemental HP
Beginner
Intermediate
Advanced
Absolute Mercury
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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 mercury 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 better absorb physical blows for DEF advantage.