Like a Shapeshifter, an Elemental Archtype character is a dual character,
which resides on both the astral and physical planes. While
he is able to bring his elemental powers to bear on the physical plane,
his physical body cannot act on the astral plane. It
is restricted to the confines of his 'meat' body.
Each form of elemental must be selected/rolled during character creation. Meaning that their human/elemental shape is pre picked as to category and form. Someone choosing to be a fire elemental that when in "fire" form looked like a white hot flaming lizard, could not choose to alter this form later. It is and will be his natural astral/manifested shape. An Elemental Archtype is a powerful character, but not without its restrictions and abilities. For instance, an Elemental Archtype has no magical abilities (other than astral perception), nor can they be adepts of any kind. No elemental can summon other elementals, however some elementals have the ability to control similar materials. Elementals do not automatically assume all of the powers of their counterparts, they must spend Magic Points towards abilities, as adepts do. Each Elemental does acquire the resistence to normal weapons when in their elemental for, but only at half power and staged down once. (e.g., a shot from a Predator doing 9M would effectively be reduced to 4L). GM's feel free to create new things (NOTE: If you do, send me what you do so I can share it with others.) Unlike an adept, an Elemental cannot initiate to gain additional magic points and buy more powers. When selecting an Elemental Archtype, they are selected as a PRIORITY
A. They select and choose everything else as normal,
including resources. Each elemental received his Attribute Bonus's
when in Elemental Form only. As Elementals are Magical Creatures,
they have a Magic Rating of 6, however cannot ever learn to cast spells
or summon. They are succeptable to losing magic points
similarly to a mage or shaman. When an elemental's magic rating
reaches '0', the elemental is purged into the astral plane becoming just
another elemental with no recollection of his dual form.
Elemental Characters are not restricted from using any types of weapons or equipment when in their natural forms. They can also be succeptable to Edges and Flaws. Elementals tend to have phobias of its opposing elemental (i.e. a Fire Elemental will show a fear of water when in human form, although not to the degree of not bathing, but enough that they will not go swimming or even know how). It might also be rare for a fire elemental to go out in a rainstorm, or a water elemental to go to a tanning bed. An air elemental would not make a good cave explorer. An Earth Elemental is very unlikely to become a skydiver or scuba diver. GMs feel free to increase target numbers for skill tests when atmospheric conditions are not suitable. Elemental Characters are succeptable to Banishing, however if it is successful it just reverts the elemental back to human form. This can be particularly lethal if an Air Elemental is in flight. Follow standard Banishment Rules, only the Elemental may uses his Magic Rating, Body, and Willpower added up and divided by three. (Thus an elemental with a Magic Rating of 6, Body of 4, and Willpower of 4...totals 14; divided by 3 equals 4.67, rounded down equals 4.) He may use his Spell Pool for this resistence. Which brings us to: Spell Pool. Although an elemental does not cast "Sorcery Specific" spells, they do have spell-like magical abilities, which enables them to have a Spell Pool, which can be used for Drain Resistence or Ability Enhancement. A combat pool may not be used for special abilities, however it may be used for regular combat. Special Damages. Each elemental, especially fire and earth, have special damage codes for melee combat, which I haven't made yet. Feel free to create them yourself until I figure this out. |
A fire elemental is a powerful combatant. Once he
transforms into his elemental form of fire or plasma he becomes nearly
unstoppable. Some fire elementals have the ability to fly, while
others can launch powerful fireballs. What others fear
will burn them, is home to the fire elemental. Variations on
the fire elementals are: Plasma, molten lava, acid, and other
natural destructive forms of energy. While there are rumors
of Laser Elementals and Electric Elementals, they have been unsubstantiated.
Many Fire Archtypes can change from a standard human, into flame-engulfed animals or even flame-engulfed humans. Others are simply surrounded with a flame or energy aura, and others still cannot change from their elemental form and are condemned to be hunted down like renegade elementals. |
An earth elemental archetype can be comprised solely of one type of
solid (except ice) earthy material, including (but not limited to): dirt,
sand, diamond, coal, rock, hardened lava, soot, copper, and iron.
Worked metals may not be selected, such as steel, but valuable metals,
such as gold, silver, and platinum may be selected. Earth Elementals
gain their compositions Barrier Rating divided by 2.
Earth Elementals take various shapes, but most are bulky monster like creatures. Earth Elementals have a hard time hiding their true nature, as even when shifted into human form, they are large humans with an earthy look. Earth Elementals are comfortable in confined areas and underground. |
Air elementals are comprised of various types of atmospheric conditions,
such as tornadoes, wind, lightning, and various types of energy waves (including
sound, microwave, and sonic energies.) Air elementals
are extremely rare creatures and tend to stay away from people and crowds.
They are free spirits that enjoy being in the open.
When in elemental form Air Elementals take on various shapes, but often they become merely an outline of their former selves...comprised merely of air or light. |
Water elementals are various forms of water, whether it is steam, ice, or just water. Water elementals enjoy being around large bodies of water (or in). They are stubborn creatures that generally refuse to listen to others. They have a unique outlook on life. In addition to other purchased powers, Water Elementals retain the original Elemental power of Engulf. |
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Immunity |
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Flight |
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Levitate |
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Movement |
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Reassemble |
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Manipulation |
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Armor |
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Weather Control |
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Elemental Blast |
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Shape change |
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Transform |
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Strength |
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Quickness |
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Body |
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Charisma |
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Reaction |
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Reflexes |
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