


Mercury
Mercury elementals have the passive ability of immunity to regular poisons.
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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.
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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.
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.