top of page

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

  • The ability to control mercury in any way.

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

  • Consumes 0 Elemental HP

Atmidokinesis

  • The ability to control mercury vapor in any way.

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

  • Consumes 0 Elemental HP

Velocikinesis

  • The ability to manipulate your speed and agility using liquid mercury.

  • +3 DEX while in use

  • Consumes 0 Elemental HP

Armor

Vaporize

Push and Pull

Quicksilver

  • Cover parts of yourself in a layer of hardened mercury to protect yourself or hit harder.

  • Grants +3 DEF and +2 STR

  • Consumes 2 Elemental HP

  • Create a toxic cloud of mercury vapor to target and poison two enemies at once.

  • +5 STR.

  • Consumes 2 Elemental HP

  • Using liquid mercury, speed up or trip up an ally or opponent.

  • Puts an enemy at DEX disadvantage for two turns or an ally at DEX advantage for two turns.

  • Applies to vehicles as well.

  • Consumes 2 Elemental HP

  • Create a path of liquid mercury to surf on and boost your speed.

  • Grants +5 DEX.

  • Consumes 2 Elemental HP

Glide

Halt

Lethal Image

Venomous

  • Soak liquid mercury into a target's skin to inflict them with a lasting poison.

  • Takes two HP from the effected target every round, and puts them at DEX disadvantage.

  • Another mercury elemental must draw the poison out to end the effect.

  • Consumes all Elemental HP

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

  • Manipulate mercury vapor directly into the lungs of up to two targets, causing them to experience violent hallucinations

  •  Affected targets will attack anyone closest to them (including their own allies)  for the next four rounds.

  • Consumes All Elemental HP

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

  • Use mercury vapor to paralyze your enemies.

  • Can target up to 5 characters.

  • Targets cannot move or make actions for the entirety of their next turn.

  • Grants advantage on attacks against them.

  • Consumes 5 Elemental HP

  • Carry yourself across difficult surfaces with liquid mercury.

  • Allows you to travel across walls, over ceilings, and even across gaps up to twenty feet long.

  • Consumes 5 Elemental HP

Beginner

Intermediate

Advanced

Absolute Mercury

  • Requires 5 STRUCT

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

  • Turn your body into mercury 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 better absorb physical blows for DEF advantage.

© 2021 - 2023 by Unnatural Disasters. All rights reserved

bottom of page