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Elements

This power deals with the manipulation, creation, and control of the primary elements of creation. These elements are Air, Earth, Fire and Water; it may also contain such things as darkness, light, moon, void, aether, wood and so on. It also pertains to interaction and control of creatures from those realms. This skill provides for only a single element; although a stunt can give additional elements.

Manipulate

You can manipulate an already existing quality of an element. To lift an element consult the table under Might and use your power skill level. This trapping requires a corresponding amount of element to manipulate, your cannot create the element from nothing.

Enhance/Diminish

Increase the size or intensity of an existing element with a base difficulty equal to the current intensity of the element. The number shifts gained is added to the current intensity to determine its new rating. Rivers and swell their banks, fires flare up, rocks rise from the ground, and winds become gales. Diminish is the opposite effect and shrinks or lessens an existing element.

Project

The basic attack trapping of the Elements skill. You can hurls balls of fire, crushing columns of wind, sharp rocks, and slam targets with water spouts. You must have enough element to project with the intensity of the element serving as a restriction upon this skill.

Resist

You can defend against an element with this skill.

As with the skill they are used with all stunts here only apply to the elemental power skill to which they are attached. If a character has both Elements: Fire and Elements: Earth and selects the Create Element stunt they must specify which element the stunt applies to when it is purchased.

Create Element

You can create quantities of the element from nothing – a waterfall in a desert, a raging fire in a blizzard, a patch of total darkness under the midday sun. If the quantity created is important, assume it’s enough to place a temporary aspect (“Pool of Water”, “Raging Fire”, “Patch of Darkness”) on the current zone. You can use any of the power trappings or stunts with the element created.

Elemental Perception

You can observe things as if your senses were located within an existing quantity of the element within range. An eerie face appears within the element (so, within a fire, a pool of water, a cloud or storm, etc) which an observant bystander may notice. You can see out of the fire, pool of water, etc, and use Elements instead of Alertness or Investigation for the duration.

By default this power works for sight only. You can increase the senses involved by manipulation (so adding hearing and speech to the stunt would be a -2 manipulation, for example).

Elemental Storm

Requires Create [Element]

For a Fate Point, you can affect one or more targets with Physical stress attacks for the duration; you don’t have to concentrate for each exchange the elemental storm’s active, but can perform other actions. This stunt is very effective when combined with the Area Effect stunt.

Elemental Walk

You can travel very rapidly (practically instantaneously) between contiguous areas of the element, using Elements instead of Athletics for a sprint action. For example, “Dark Walk” allows you to flit between connecting areas of darkness.

Open Portal to the Elemental Lands

You can travel to the elemental lands or planes; creatures from those planes may also come back through. The difficulty to open the portal depends on how “far” away the elemental planes are in your current location; the default is Good (+3).

Summon Lesser Elemental

You can summon salamanders, shades, undines, gnomes, sylphs, hellions, or other elemental beings from your chosen element.

Summon Greater Elemental

Requires Summon Lesser Elemental

You can summon more powerful elemental beings from the chosen element. This stunt is often used in rituals and group workings.

Become Element

Requires Summon Greater Elemental

You can transform yourself into an elemental. Define your elemental statistics using the shifts generated as advances, retaining your own skills, and using the advances to define your stress points as an elemental and replace some of your stunts and aspects with elemental ones while in elemental form.

Control over Para-elements

Requires two or more Elements skills

You can affect “para-elements” related to your chosen elements, such as ice (para-element of water and darkness), metals (earth and fire), steam (water and fire), lava (earth and fire), and so on, as though they were the element itself.

Para-elements

Para-elements are not true elements, but instead areas where the elements clash and merge as they seek dominance of the others. Examples include ice (water and darkness), metal (earth and fire), steam (fire and water), lava (earth and fire) and so on.