Elemental Archtype

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.   
 
 

Earth Elemental Body +4, Quickness -2, Strength +4, Reaction -2
Fire Elemental Body +1, Quickness +2, Strength -2, Reaction +1
Air Elemental Body -2, Quickness +3. Strength -3, Reaction +2
Water Elemental Body +2, Reaction +1

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.


 
 
 
Fire Elemental
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.


 
 
Earth Elemental
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 Elemental
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 Elemental
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.

 
Elemental Special Abilities Chart
Ability
Air Elemental
Cost
Earth Elemental
Cost
Fire Elemental
Cost
Water Elemental
Cost
Immunity
0.5
0.5
0.5
0.5
Flight
2
n/a
3
n/a
Levitate
1
n/a
1
n/a
Movement
1
3
2
2
Reassemble
1
2
3
3
Manipulation
2
2
2
1
Armor
3
1
3
3
Weather Control
2
n/a
n/a
n/a
Elemental Blast
1
1
1
1
Shape change
n/a
1
n/a
1
Transform
2
3
1.5
1
Strength
3
1
3
2
Quickness
1
3
2
3
Body
2
1
2
3
Charisma
1
n/a
2
2
Reaction
0.25*
0.25*
0.25*
0.25*
Reflexes
1*
2*
1*
1*

 
 
Ability Descriptions
ABILITY
DESCRIPTION
DRAIN
ARMOR The armor ability enhances the elementals natural armor ratings by +2/+2. None
BODY This ability raises the elementals Body Rating, both physically and in elemental form. None
CHARISMA This ability raises the elementals Charisma Rating, both physically and in elemental form. None
ELEMENTAL BLAST This ability allows the elemental to utilize his elemental form as a ranged weapon.    (See individual elemental description for various blasts and damage). +1 Damage Level
FLIGHT This ability allows the elemental to move through the air as they would on the ground. +1M
IMMUNITY This ability gives the elemental immunity to damage from nonmagical versions of his own form.  (i.e. a Fire Elemental could not be harmed by fire). None
LEVITATE As spell. +2M
MANIPULATION Allows the elemental to control materials which are comprised of similar materials as he is.   (i.e. an Earth(Sand) elemental could control sand in his immediate area). (kilo/liter)M
MOVEMENT Allows the elemental to move through his elemental type freely without penalty.   (i.e. a Water Elemental could move through water without restrictions) None
QUICKNESS Allows the elemental to improve his Quickness in elemental or physical form. None
REACTION Increases the ELEMENTALs reaction by +1 per purchase in form only.  Max 4. None
REASSEMBLE This allows the elemental to reform if dispersed in elemental form.   (e.g. if a Water Elemental is blown to pieces, he would be able to pull his droplets back to form) (Body +2)D

Base time is (Force of Inflicted Damage x 1) hours.    Thus, if an 12D missile did the damage, the base time would be 12 hours.   A Body Roll against a target number of 4.....Time/Successes=Reassemble Time.

REFLEXES Increases the ELEMENTALs reflexes by 1d6 per purchase in form only.   Max 4. None
SHAPECHANGE Allows the elemental to alter it's form into various shapes.   The elemental must be of a form that can alter it's shape.   (e.g. a Stone Elemental could not alter his form, whereas a Sand Elemental or Water Elemental could.)  This does not include coloration, only form.   Thus a water chair...looks like a chair made from water. Body +2M
STRENGTH This ability raises the elementals Strength Rating, both physically and in elemental form. None
TRANSFORM This ability allows the elemental to switch from Elemental form to Human like form. Complex Action
WEATHER CONTROL Allows the Air Elemental to cause immediate changes in local weather, including rain, winds, and visibility.   (See Weather Chart) Special

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