Final Fantasy 7
Final Fantasy Tactics
Xenogears
Command and Conquer
C&C: Red Alert
Starcraft
C&C: Tiberium Sun
Elements of Death:
a pen and paper roleplaying game


Lets just say that when I get bored, I also get way too imaginative. EOD (Elements of Death) was my way of expressing a need for well balanced, yet specialized characters in an rpg. There are times in many rpgs where individual characters are forced into a dangerous situation, and are sorely outclassed by their enemies. The challenge was creating characters in which true roleplaying could be achieved, but yet enforcing dependance on special classes within a group. Whereas in Dungeons and DragonsŪ a mage cannot deal with melee specialists as well as a fighter can, in EOD a magic user can go toe to toe with a fighter, but will only last longer than expected. In effect, you can ultimatly achieve a sense of the secret agent type of missions meant for futuristic role-playing games, and are given a staggering array of options to use for each battle (decreasing the boredom factor of just hacking and slashing). Feel like casting a little magic as a fighter, or using innate talents as a sniper? Sure you wont be as good as those other classes are, but hell, you can put up an interesting fight.


Notes to the readers


As my work is in the process of being copyrighted, I cannot disclose much of its progress to the general public, but will be more than happy to give explanations to prospective players who would be interested in its premise. Send an email to my college email address in order to receive a small html package or even access to some of the rule sheet pages. Write me even if you are just a friend looking to get a game going while at home. I will convert all of the rule sheets to html format, and even try to get a text file character sheet on the page so you can download.

To all past players(Chaz, Brewer, etc):
Sorry guys but im gonna change the game again, but this time it is only going to be minor balencing and skill increasing. Im going to drop the turn statistic rule, and instead just use extra action and movement turns (for example a spell can give a character 2 more actions and one more mov per active turn). In order to decrease the confusion with hp, im removing the "last zero" from all hp totals. Meaning: if your character had 2000hp, now he has 200hp, but all damage will also be lowered (hopefully this will reduce the confusion with hp). By the way, an mhp is now equivalent to 1000hp instead of 10,000hp. Three final changes: spells will be more useful, but will lack damage properties (magic defense will now only be used as a small percentage to dodge the magic altogether), Grenades will loose some damage, but will have increased range, and some extra abilities(im thinking of a grenade that will produce a corrosive gas that stops anyone in the radius of the grenade until they get out of the area, or 2 hours have passed[the nanotech has to immobilize them in order to stop them from completely melting]), and finally I am going to make much better secondary stats that actually correspond to each character class (useable damage skills for the warrior [think of deathblows, only without the requirements], gun specializing for the sniper, etc.). Give me an email guys cause there will be no links on this page for the rule pages.