Elemental Abilities

Fireball
Elemental: Fire, PSI, Ability(Level 1)

Costs: 1+ fire point + 1 rest or rage

easy action

Creates a ball of fire, which can be hold or thrown. If thrown, reduce the talentcheck by the distance in m.

Level 1: 1D6 damage when trown per fire point used or adds 1D6 fire damage on 1 unarmed attack this round per firepoint used

Level 2: level 1 + All surrounded Bodyparts are also hit.

Level 3:level 2 +  reduces the necessary amount for critical success by 5 per firepoint used

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Flames
Elemental: Fire, PSI, Ability(Level 1)

Costs: 1+ fire point + 1 rest or rage + 1 rest or rage per Round

complex action

creates Flames in the hand of the character and later around him.

Level 1: Melee attcks deal 1D6 more fire damage per fire point. Flames, level 3: when activated, all jumps made by the character are 10% per firepoint wider and higher.

Level 2: creates a fire blade in the hand, which can be used as a normal sword. Deasl 1D10 + 1D6 for every firepoint after the first.

Level 3: creates flames around the character. All melee attacks against the character deal 1D6 fire damage against the attack, if the range of the attack is under 1,5m.

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Flaming Field
Elemental: Fire, PSI, Ability(Level 2)

Costs: 1+ fire point + 1 rest or rage + 1 rest or rage per Round

Range in m is a malus on the talentcheck

complex action

The Character creates a flaming area, which deals 1D6 damage, if someone trys to move through on all bodyparts.

Level 1: 1m² per fire point start burning at the target point.

Level 2: 2m² per fire point start burning at the target point. After the end of the ability, the character can choose, that the flames will continoue to burn for another 1D4 rounds.

Level 3: 3m² per fire point start burning at the target point. After the end of the ability, the fire continous to burn unless the character decides not to.

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Burning Hand
Elemental: Fire, PSI, Ability(Level 2)

Costs: 1 fire point + 1 rest or rage + 1 rest or rage or rage per Round

complex action

The bodypart of the character becomes hot. All metal items carry on the temperature.

Level 1: one single touch increases the temperature of the item by 10°C. holding increases the temperatue by 10 per 5 Initative Points holding. Comparison strengthcheck every action are needed.

as long this ability is active, the body is immun to heat.

it cools by 20° per round.

Level 2: Level 1 +the temperature is doubled. if 100°C is reached, it deals 1 (Extra) Damage per 10°. all bodyparts next to the warm BP have the same temperature

as long this ability is active, the body is immun to heat and fire.

Level 3: Level 1 + the temperature is quadrupled. if 100°C is reached, it deals 1 (Extra) Damage per 10°

The whole Body has this ability. as long this ability is active and 10 rounds after the end, the character is immun to heat and fire.

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Phoenix
Elemental: Fire, PSI, Ability(Level 2)

Costs: 3+ fire point + 1 rest or rage + 1 rest or rage or rage per Round

complex action

This ability summons a birdlike flame, which is totally controlled by the character.

Level 1: the phoenix flies 30m per action. the character may give orders to the phoenix, but it only can move. if the Phoenix flies near to a wall or the floor (less than a meter) it gets incinatet and burns for 2 rounds. This fire deals 1D6 fire damage. if the phoenix flies through someone or something, it deals 3D6 fire damage on all Bodyparts.

Level 2: the phoenix can get the order, to burn itself. It deals 2D6 fire damage on all bodyparts in a 1m radius and get reborn at the beginning of next turn.

Level 3: The phoenix deals critical success when ever he deals fire damage. The character seas, what the phoenix sees. The phoenix can carry up to 90kg. all 3 kg his speed is reduce by 1m. The character can not get burned by his own phoenix. (does not count for his equipment)

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Flaming Hydra
Elemental: Fire, PSI, Ability(Level 2)

Costs: 3+ fire point + 1 rest or rage + 1 rest or rage or rage per Round

complex action

Creates a gigantic fire in 1m around the character, which looks like a hydra. The character, not his equipment, is immun to this fire. The fire has a range from 2m + 1 m per extra invested firepoint.

Every round talentcheck, if the character is inside it. If the character passes, he can extend the fire to 1 + 1per extra firepoint targets, to damage them. if he fails or is not inside it the fire will extend to anyone in range.

The Hydra can not move. If the caracter fails 2 Checks after each other or is not inside the hydra for 2 rounds after each other, the hydra will start to fade. it will loose 1 friepoint every round until its gone.

Level 1: deal 1D6 + 2 per extra Firepoint firedamge.

Level 2: doubles the range and a critical success let the whole hydra deal critical fire damage.

Level 3: the Hydra can move with the character talent in m per round. The character can spend extra firepoints, to make others immun to its fire. this costs 1 rest/rage exra per round.

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Fountain
Elemental: Water, PSI, Ability(Level 1)

Costs: 1+ water point + 1 rest or energy

easy action

Range in m is a malus on the talentcheck

The character shots a fountain towards the target.

Level 1: the target has to pass a Strength check or he is moved half a meter back (away from the character)

Level 2: the targets must pass strength check or moves a meter away from the character per waterpoint used.

Level 3: The water causes 1D4 Rest Damage per water point and the target must pass a stregth Check or moves back 1,5 m per water point.

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Clean
Elemental: Water, PSI, Ability(Level 1)

Costs: 1+ water point + 1 rest or energy

complex action

the character uses his waterpoints to wash and clean food and other consumables.

Level 1: the charakter cleans 1 l per waterpoint. he also may remove alcohol from drinks and normal dirt.

Level 2: The character cleans 2l per waterpoint. the clean water restores twice as much rest.

Level 3: The character cleans 3l water per water point and also may remove poison.OR  he creates 100ml water per water point. this water restores as much rest as 1l water, heals 1D4 attributes points and is drinkable for 1 week. OR the Character uses 3 Waterpoints to remove 1 poison from a target he touches.

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Kraken
Elemental: Water, PSI, Ability(Level 2)

Costs: 2+ water point + 1 rest or energy + Rest or energy per round

complex action

the character creates a bubble around him, which looks like a kraken. it has water tentacles.

Level 1: the tentacles can attack for 1D4 Rest damage. the kraken got 1D4+ 1 + 1 per waterpoint used tentacles. Each attack needs a talente check. the Character only may attack what he sees. He can attack with all tentacles for a complex action or with 1 for a easy action. The water protects the character like a medium armor with 10 points and additional 5 for every additioanl water point.

Level 2: Each tentacle deals 1D6 rest damage and may hold and grap items with a weight of maximal 1 kg. fire and heat only deal half the damage.

Level 3: the character may sacrifice one tentacle to absorb 10 points of any damage or make a target soaking wet.

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Flush
Elemental: Water, PSI, Ability(Level 2)

Costs: 2+ water point + 1 rest or energy+ 1 rest or energy per round

complex action

Range in m is a malus on the talentcheck

the character floods 3m² of the floor+ 2m² per extra Water point. These water moves 10m in the round per water point used.

Level 1: The water extingish small fires and takes small items up to 5 pound with it. everyone in the area has to pass a stregth check or goes to the floor.

Level 2: The water carrys items up to 5kg and everything which fails a strength checks moves 2D4m per waterpoint with it. movement through the water is 50% slowed.

Level 3: most fires are extingished. All water in talent radius   around the flooded area tries to move with the water. Flush also can be used, to divide water (10l per talent and waterpoint)

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Rain
Elemental: Water, PSI, Ability(Level 2)

Costs: 5+ water point + 1 rest or energy

complex action

The character creates rain clouds around him.

Level 1: The rain starts in 1D6 rounds and rains for 1D10 + talent rounds. Everyone without proper cloths will be soaking wet in 3 rounds. The ground might turn into mud, with halfs the movement.

Level 2: A storm starts after 1D6 rounds for 2D10 + talent rounds. Without proper cloths everyone will be soaking wet in 2 rounds. Lightning does twice the damage and manipulate  give + 1 water point during the duration.

Level 3: Level 2 + 1D10 duration and the area is like under the effect of flush. ( level 1 or the Level the character got)

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Drown
Elemental: Water, PSI, Ability(Level 2)

Costs: 4+ water point + 1 rest or energy + 1 rest or energy per round

complex action

Range in m is a malus on the talentcheck

The character creates a cylinder of water around the character 2m height an 1 m radius.

Level 1: the target needs a normal swimming check to free himself or he drowns. Drowning does 2D10 rest damage per turn, the character may use easy actions do deal 1D10 extra rest damage.

Level 2:the target needs a hard swim check. the character may use water points to enlarge the cylinder. each waterpoint increases the radius or the height by 1m.

Level 3: level 2 + 1D10 rest damage. The character can not drown anymore, if he posses water points. he also get his talent as bonus for all swim checks and doubles the bonus, if he posses water points.

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Wind Gust
Elemental: Air, PSI, Ability(Level 1)

Costs: 1+ Air point + 1 rest or energy

Range in m is a malus on the talentcheck

easy action

The character sends a Wind Gust against a target.

Level 1: The target has to pass a strength check or he will be thrown 1 m back (from the character away)  and goes the floor, if it was a critical success. If more than 3 Air points are used, the character goes to the floor, when the strength check fails. Each additional air point gives a -10 malus on the strength check.

Level 2: The target has to pass a strength check or he will be thrown 2 m back (from the character away)  and goes the floor, if it was a critical success. If more than 2 Air points are used, the character goes to the floor, when the strength check fails. Each additional air point gives a -20 malus on the strength check and addional 50 cm throw back.

Level 3: The target has to pass a strength check or he will be thrown  3m back (from the character away)  and goes the floor hard, which takes 1D10 damage. Each additional air point gives a -25 malus on the strength check and addional 1m throw back. Even when the strength check passes, the target get pushed back 1m.

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Wind in the back
Elemental: Air, PSI, Ability(Level 1)

Costs: 1+ Air point + 1 rest or energy

Range in m is a malus on the talentcheck

complex action(Level 2:easy action, Level 3: Spontaneous action)

The character creates a helpfull wind behind the character, which pushes him in assistants. only works when the character is behind the target and his planed movement.

Level 1: The character moves for the rest of the turn 20% further.

Level 2: The target moves 50% further and jumps are increased by 50%. The target gets a +10 bonus on initative next turn. wind in the back becomes a easy action

Level 3: if the character is underneath the target, his jumps are increased by 100% and the character may stop falls and such. Wind in the back can be used as a sponatneous action

All Abilities can be used on himself with all bonusses.

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Tornado
Elemental: Air, PSI, Ability(Level 2)

Costs: 2+ Air point + 1 rest or energy + 1 Rest or engery per round

complex action

The character creates a strong tornado around himself, he is in the eye of the storm. teh radius is 2m + 2m per additional air point.

Level 1: All person and items, which do not pass a strength check, will be pushed out of the radius. if the check crical fails, they will pushed back addionial 1D4m, go to the floor and take 1D10 damge. Range attacks get a -50 malus.

Level 2: Everything in a 3m radius around the tornado has to pass a strength check or go to the floor. Structures get damages by the tornado.

Level 3: The Tornado can pull instead of push. Everything which weight less than 50 pounds per 2 airpounds in 3m around the tornado get sucked inside the tornado, if it does not pass a strength check. If it fails it get sucked inside and thrown 1D6 m into the air per 2 Airpoints. Every round, the character may decide, which action the tornado does.

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Sharp Wind
Elemental: Air, PSI, Ability(Level 2)

Costs: 1+ Air point + 1 rest or energy

Range in m is a malus on the talentcheck

complex action

The character sends a thin wind slice against the target.

Level 1: If the bodypart hit, does not wear any other armor besides clothes, it deals 1D4 damage per 2 additional air points. Crical success deal Bleeding (1 Damage per round until takes care off)

Level 2: if the bodypart hit and any adjacent bodypart does not wear at least medium armor, get 1D6 damage per 2 additional air points and Bleeding, if critical success.

Level 3: The target gets hit on every boodypart without heavy armor and takes 1D8 damage per 2 additional air points and Bleeding, if critcal success.

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Long Breath
Elemental: Air, PSI, Ability(Level 2)

Costs: 1 Air point + 1 rest or energy + 1 rest or energy  and 1 air point per round

easy action

The character consumes one airpoint

Level 1: +20 Initative and +20 on all checks this turn OR he has no need to breath for addional 1D4 Rounds

Level 2: Level 1 + all actions cost 20% less initative. while the ability is active.

Level 3: Level 2 + all critical success need 10 points less to happen. while the ability is active.

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Vaccum
Elemental: Air, PSI, Ability(Level 3)

Costs: 3+ Air point + 1 rest or energy + 1 rest or Engery and 1 airpoint each round

Range in m is a malus on the talentcheck

complex action

The character clears 1m³ from every bit of air and creates a vaccum.

Level 1: this extingish Fire points 1: 1, All Lifeforms suffocate in 1D4+3 rounds. each round in the vaccuum gives -10 malus in everything, which adds up. Even if the target moves out of the vaccum, this malus will stay for 5 rounds after leaving

Level 2: level 1 + Everyone in the area must pass a constitution check or pass out.

Level 3: level 2 + each additional air point enlarges the area by 1m³. The malus is increase to -20 per round.

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Earthwall
Elemental: Earth PSI, Ability(Level 1)

Costs: 1+ earth point + 1 rest or reflex + 1 rest or reflex

Range in m is a malus on the talentcheck

complex action (easy action on Level 2, spontanous action on Level 3) The character creates a solid earth wall which is 1m x 1m x 30cm big. Each addional earth point enlarges one of the 3 parameters oft he wall by 1m

Level 1: This wall cannot be enlarge. it is stuck on his arm and works as a shield, heavy armor, reduces all damage by 1D6. every addional earthpoint increases the absorbtion by 1D6.

Level 2: creates the wall on a point. the wall absorbs 2D6 damage from all attacks going through. All damage absorbed damages the wall. it has sum of all Earth level combined health points + 5 per addional erath point. the wall must be climbed or avoided.

Level 3: The wall can trap people, when created on the same spot. the wall traps all bodyparts around the hit bodypart. every round strengthcheck to free 1 Bodypart unless free, the wall is destroyed or the ability is ended.

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Stoneball
Elemental: Earth PSI, Ability(Level 1)

Costs: 1+ earth point + 1 rest or reflex

Range in m is a malus on the talentcheck

easy action

transform 1 stone point into a soccerball big stone and throws it against a target.

Level 1: deals 2D6 damage + 1D6 for each addional earth point.

Level 2: The stone ignores 1 Point of absobtion or reduktion. The target has to pass a strength check or go to the floor.

Level 3: instead of one big stone, the character throws 2D6 small stones which each deal 1 Damage + 1 per 2 addional earth points. each small stone hits one bodypart around thrown bodypart. everyone in a 1m large circle around the target is hit.

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Armor
Elemental: Earth PSI, Ability(Level 2)

Costs: 2+ earth point + 1 rest or reflex + 1 rest or reflex per round

easy action (Level 3:spontanous action)

The character creates a earthly armor around himself.

Level 1: The armor is heavy and absorbs 1D4 Damage + 1D4 per 2 addional earth point damage.

Level 2: Level 1 + instead of 1D4 damage it absorbs 1D6

Level 3: unarmed attacks only do half the damage. the character may dodge once per round addional to the absorbtion.

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Avalanche
Elemental: Earth PSI, Ability(Level 2)

Costs: 1+ earth point + 1 rest or reflex

Range in m is a malus on the talentcheck

complex action

The character moves a sandy, stone or earthy underground.

Level 1: per earthpoint, the character moves 1m². Everyone besides the character in this area has to pass a reflex check or go to the ground.

Level 2: Level 1 + with 2 m² per earth point instead. Everythng inside the area is moved a 1m in any direction by characters choice.

Level 3: Level 2 + with 3m² per earth point instead. Movement is reduce by 50% inside the area. The Area is moved by 1m per earth point.

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Earthprison
Elemental: Earth PSI, Ability(Level 2)

Costs: 3+ earth point + 1 rest or reflex + 1 rest or Reflex per round

Range in m is a malus on the talentcheck

complex action The character melts the earth/stone/sand ground underneath the traget and traps it. After the end of the ability, the groudn changes back to its original form.

Level 1: Target must pass a reflex check to dodge. every round, the target sinks by 1D4 bodyparts into the ground. The target must pass a Endurance check while one foot is above the prison, Strength check while one arm is free to free himself. if only the Head is eft, the target cannot free himself. Other scan free him, but it takes 1 when sand/1D4 when earth/ 1D6 when stone Rounds per bodypart. The Target suffocates in 1D4+2 Rounds, when inside the prison.

Level 2: Level 1 + The target sinks 1D6 Bodyparts per round instead.

Level 3: Level 2 + The target sinks 1D6 Bodyparts per round per additional earth point.

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Earthquake
Elemental: Earth PSI, Ability(Level 3)

Costs: 1+ earth point + 1 rest or reflex

Range in m is a malus on the talentcheck

complex action The character shakes a 5m² area.

Level 1: Everyone on the area gets -20 on all checks, reduces the movement and reflex  by 50%

Level 2: Everyone on the area get -40 on all checks and Buildings have a chance to collapse.

Level 3: Everyone on the area get -60 on all checks, no dodge allowed and only movemnet is crouching. Buildings and streets have a average chance of collapse or unuseable.

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