Each of the various elements is a separate option and must be purchased individually. This option also requires the Control skill. Each option allows the character to create a small portion of the element each phase and have a moderate control over any amount currently in the area. The exact amount that can be created is entirely in the GMs hands but a good rule of
thumb is a 1 cubic foot volume per phase. The maximum base range of elemental creation and manipulation is twenty feet. The elements created will remain until destroyed or eliminated normally.
Moderate control over an element can be used to shape the direction a fire burns, create waves in water, move earth around to suit, and other minor effects. An effect that requires manipulating a large area, with great force, or is especially unnatural to the element requires Major control, which is an upgrade available to all of the Control Element options.
The available elements that can be purchased are Air, Cold, Earth, Electricity, Fire, Metal, and Water.
Each has a specific attack form, additional upgrades, and unique abilities available. All ranged attack forms have an effective range of thirty feet, a maximum range of fifty feet, and a penalty of -20. Each elemental controller is immune to the effects that he creates.
Common Upgrades:
-30pts Character cannot create the element but can control it.
+5pts Increase maximum range of attacks, creation, and manipulation by ten feet.
+30pts PC gains Resistance to the specific element chosen.
+50pts Only requires one action to control or create element instead of a full phase.
+75pts Major Elemental Control.
Specific Forms:
Air
The controllers of the element of Air control one of the most basic requirements to human life. They can create pure oxygen, control the movements of wind patterns, and even alter the pressure of gases within range. They also have control over mists, fogs, and certain other weather phenomenon. They can attack with concentrated bursts of air designed to topple or injure their opponents. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. If designed to topple, the injury done is subtracted from an Agility roll required by the victim. Suffocation attacks may be resisted by a Health roll with a penalty equal to the amount of injury that would normally be inflicted.
Air Upgrades:
+30pts Concealment Mist. Creates enough mist to fill a 10’x10’ area. The character is completely concealed and can only be detected by non-visual means or Heat detection. The character can have the mist move with them at a Walk.
+30pts Create a 10’x10’ area of compressed air that will lessen the impact of all missile weapons. Acts as a PV 15 wall that can absorb any amount of injury before breaking. Characters attempting to pass through must roll a contested Strength check against the character’s Control skill.
+60pts Wingless Flight +90pts Control Element - Cold
+90pts Transform into a creature of mist. Character is effectively phased and cannot harm or be harmed by normal means. Creatures of mist cannot suffocate a victim.
+90pts Weather Control
Cold
Very similar to that of Air and Water, Cold deals mostly with temperatures and ice. The character can manipulate the forms of ice and snow within his immediate area, shaping the area, burrowing out tunnels or collapsing snowdrifts onto others. They can also create chunks of hard ice to injure their opponents. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury.
Cold Upgrades:
+30pts Freezing Aura. Creator can affect a 10-foot radius around himself. Everyone within this area must roll Health or suffer a penalty of five times the creator’s level of experience to all rolls and suffers 1 IP per round. A successful Health roll, resistance to cold, or warm clothes will negate this effect.
+30pts Create Ice weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades. The weapon will melt in 1d10 + level rounds if away from the creator.
+45pts Ice Board. Creates a pathway of ice underneath the character that will allow travel up to 30 miles per hour. Only the creator can ride it with impunity, all others must roll Agility or fall from the board. The ice left behind as the character travels will melt in 1d10 rounds. The maximum speed can be increased by 10 miles per hour for every additional 20 option points.
+50pts Create ice wall. 10’ by 10’ wall that can absorb 100 points of injury before it shatters. The creator may choose its exact shape. If used to encircle a larger target, multiple ice walls may be required or multiple actions to create larger ice walls.
+90pts Control Element – Air.
+90pts Control Element – Water.
+90pts Transform into Ice Form. This form will grant a natural PV of 15, is immune to all light based
weaponry, and has an automatic immunity to cold-based attacks. Fire and heat based weapons automatically deal critical hits. Attack forms that do not use the critical hit table deal double injury.
Earth
The element of Earth is a very strong and stable form. The ability to cause very local earthquakes, create tunnels through the earth, and modify stone shapes may take more time to accomplish than the other elements.
Unlike the other elements, all such results are permanent and may outlive the creator. Those with this option may create a small earthquake within 50 feet that will affect a 20 foot area. Everyone within the range of this mini-quake must roll a contested Agility versus Control skill roll. Failure will drop the victim to the ground.
Earth Upgrades:
+25pts Attribute Boost of Supernatural Strength.
+30pts Tracking. As long as the terrain remains earth and rock the character can track someone without difficulty. If the trail is broken by asphalt, concrete, or water then there is a cumulative 5% chance per five feet of distance that the trail will be lost.
+30pts The character has an uncanny feel for the shape and nature of the land. They will instinctively know the physical terrain for one mile per level of experience.
+30pts Create Stone weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades.
+30pts Stone Meld. Character can meld into stone and travel through it at a rate of 30 miles per hour.
This must be natural earth or stone not concrete, asphalt, or other man-made materials.
The maximum speed can be increased by 10 miles per hour for every additional 20 option points.
+250pts Stone Form
Fire
It is Mankind’s constant threat and companion.
The character can create small amounts of flame, fan small flames into larger flames, and direct the course of the burn as it travels about. The character can create mini-fireballs that fly from his mouth, hands, or eyes.
This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury.
Fire Upgrades:
+15pts Allows the Immolate upgrade to be used one additional time per scene.
+25pts Ultra Vision.
+50pts Immolate. Deals 3d10 + level Injury to everything within 5 feet. Can only be used once per scene.
+50pts Unnatural Flame. The character can create flame in normally impossible environments.
The character can create or maintain flame in airless void or even underwater.
+90pts Transform into Fire Form. This form will inflict 1d10 injury to everything it touches each round. In addition the character can fly at 15 mph, and becomes immune to all injury from Fire or heat based sources. Cold and ice based injury will automatically deal critical injury.
The character requires a supply of free oxygen in order to enter this form.
+150pts Gift of the Phoenix. Character becomes Immortal with the ability to come back from the dead after one week. The player must choose one way that the character can be permanently killed. This method may not be too uncommon or rare.
Electricity & Lighting
Electricity control is not the subtle manipulation of electronics and high technology. It is the harnessing of lightning, the manipulation of one of nature’s most potent and beautiful forces. Characters with this option can create a large jolt of electricity that can be used to deal 2d10 + 1/10th skill in injury to another person. This ability requires the ranged strike skill and will inflict additional injury based upon the amount of metal currently being worn or carried by the victim.
See the section on Specialty Attacks in the rules chapter. The strike also has a percentage chance equal to the amount of injury dealt to short out any non-hardened electrical equipment. Characters can sense the presence of large amounts of electrical energies, electromagnetic fields, and other crude forms of electricity.
Electricity Upgrades:
+90pts Transform into Electrical Form. This form is immune to all normal attacks. It also cannot stand still for more than one phase without a Willpower roll. It can move extremely fast, approximately one 1000 feet per phase, or even faster if traveling by power cables.
Unfortunately traveling this way through conduits is a one-way trip as the character burns out the cabling as he goes. Traveling above ground can be dangerous; if the character travels
through another person both individuals suffer 5d10 + 10 injury.
+90pts Magnetic Manipulation
Metal
This element is more of an ability to shape and form metals of all kinds. While unable to alter the atomic level of the substance, the controller can pull different metals out of an alloy and then remix them into the original form. The shaper has nearly complete control over the eventual form of the metals and can even use them to create a small amount of any normal metal.
Radioactive metals cannot be created with this option.
Complex devices are not possible unless it is entirely fashioned from metals and the character successfully rolls in each appropriate Knowledge or Technical skill required.
Metal Upgrades:
+90pts Metal Form
Water
Water is the element of life. Without water nothing on the planet Earth would continue to survive.
In the appropriate circumstances this elemental control form can be the most powerful. Water can destroy rocks or metal. Water can wash away even the strongest of opponents. Controllers of this element can create a cubic foot of pure water out of nothing each phase. With a plentiful supply of water: a pool, lake, or even ocean they may be unstoppable. The character can create a stream of high-powered water that can injure or push a victim backwards.
This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. If the knock-back option, from Energy Strike, is selected then the victim must roll Strength with a penalty equal to the amount of Injury that would have been inflicted. The victim is knocked back one foot for every 2 points of failure.
Water Upgrades:
+15pts Can walk upon water. Fighting or faster movements require an Agility roll each phase to avoid slipping into the water below.
+30pts Can move normally upon water.
+45pts Water-born.
+90pts Transform into Water Form. This form is entirely indistinguishable from normal water and can alter its shape into any form. Normal weapons will inflict no injury to the Water Form. Fire and heat will inflict automatic critical injuries or double normal injury. The water form will also receive 2d10 injury for
every round spent outside of water. The Water form does not require any oxygen and is immune to all depth pressure.