The Elemental Master
The Elemental Master
The Elemental Master
Fire Touched Names: Agni, Sasuke, Johnathan, Angelica Shaved Head, Braided Hair, Unruly Hair, Short Hair
Air Touched Names: Tian, Temari, Storm, Sofia Simple Robes, Military Uniform, Ornate Formalwear,
Water Touched Names: Korra, Yahiko, Reed, Umi Slender Body, Graceful Body, Muscular Body, Battered Body
Drive
Protector
Defend another, despite risk to yourself. Parlor Tricks
You may manipulate (or create, if you are able) small amounts of your element for a wide variety of
Seeker purposes – such actions cannot harm or physically affect another object or creature except in minor
Uncover a new spirit or gain insight into another realm. ways. [EX: extinguishing a torch, retrieving a small object in a tiny whirlwind, shaking the ground,
drawing a cupful of water from a nearby source.]
Evolver
Bring about a change; topple an old order or create a new one.
Elemental Mastery (STR/DEX/STAT)
Background You are master of your chosen element and may command it to a variety of effects (hurling boulders
instead of firing an arrow, punching an opponent with a fist of flame, etc.). Elements retain any
CHOOSE ANY RACE. CHOOSE ONE BACKGROUND: appropriate mundane effects. Elements return to their original position/form a short while later.
Your elemental powers may be used as a weapon with the stated ranges and tags:
Touched By Earth
You can manipulate earth and rock, but cannot create it. When you Earth Close, Far Forceful
command the elements, take +1 if you are in direct contact with the Fire Close, Reach +1 damage, Messy
ground. If not, take -1. You manipulate with STR. Air Close, Reach, Near Forceful, Nonlethal*, 1 Piercing
Water Reach, Near Forceful, Precise
Touched by Fire * If brought to 0HP by a nonlethal move, the target is incapacitated for several hours, but not killed.
When you gain a level from 2-5, choose from these moves. Ride the Lightning (requires: Touched by Fire)
You can generate lightning. Lightning based attacks are: Reach, Near, and b[2d8]
(Do the) Locomotion (DEX) damage. Additionally, if you are struck by a lightning-based effect, you may redirect it
When you travel a short distance on or through your element, state your – either back to its source or somewhere else.
destination and roll +DEX. *on a 10+ you move past any obstacles to your destination,
avoiding pursuers. *On a 7-9 you arrive, but choose 1: Up. (requires: Touched by Air)
You take a hard landing, suffering 1d4 damage. You may fly, at any time, and for long distances as easily as if on foot. You must
You draw attention, placing yourself or an ally in a spot. ‘undertake a perilous journey’ if the distance is too great. Additionally, you may move
several willing persons and large objects short distances using ‘Locomotion.’
PAST IS PROLOGUE
You bear some mark – a tattoo, scar, or any other token. Describe its significance. Thicker than Water (Requires: Touched by Water)
When you first interact with someone who recognizes the mark (or you for Your Elemental mastery affects blood. When you use the blood in your opponent’s
having it), take +1 forward against them. You declare who recognizes the mark. own body to attack them, the attack ignores armor. Additionally, when you have
several minutes to immerse a wound in fresh water, heal 2d8 or remove a debility.
Shoulder to Shoulder with the past
When you approach the black gates, you are bolstered by your ancestors. When you Horseshoes and those other things
succeed on a last breath roll, take +1 ongoing until the danger that struck you down You may add the [Area] tag when you attack or defend with Elemental Mastery. An
has passed and you are relatively safe. attack with the [Area] tag will affect everything within a small area of the attack.
Spirit Intermediary (WIS) Air You are hypersensitive to the movement of air currents. You cannot be surprised, and
Your powers allow you to calm creatures from other planes. When you use your will always be the first to act in a fight. Additionally, when you use your elemental
mastery to attack, take +2 armor forward as you fluidly transition to defense.
powers to calm unintelligent planar creatures, roll +WIS. On a hit, you have
calmed one or more of them, making them docile. *on a 7-9 also choose (1): Water You can freeze water instantly. When you trap a target in Ice, roll +WIS. On 10+,
You do not calm as many as you wanted your target is held fast by ice and can be freed only by great force. On 7-9, your target
They are docile for now, but the effect is fragile. is held, but is not fully immobile and can free themselves with time or assistance.
*on a successful attack, you or an ally take +1 forward against the target.
Multiclass Dabbler
Get a move from another class. Treat your level as one lower for choosing the move.
Avatar of Destruction
You have become a force of nature. When you unleash the full measure of your
From levels 6-10, choose from these moves or the level 2-5 moves: power to bring ruin upon your enemies, roll +your manipulate STAT. on a 10+, you
create truly intense representations of your power, destroying obstacles, buildings, and
Metal Rocks (Requires: Touched by Earth) scattering enemies within an area the size of a small steading. On a 7-9, something or
Elemental mastery now affects things made of metal. When you attack or defend someone you did not intend is also damaged. On a miss, your powers rage beyond
with elemental mastery, on a 12+ you may mold any metal the target has like clay, your control.
send all of that metal flying, or any combination thereof.