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HQ, PQ, AC - Elementalist Effects (Upd. 4/4/2020)

Nov 26th, 2018
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  1. In addition to being able to use their chosen Elemental effect for applicable skills, all characters who have Elementalist can roll or default to manipulate their element, using the secondary effect without having to apply it to a skill that can benefit from it. If this is used in combat, it incurs a recharge period of 2.
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  3. Fire: A target rendered helpless by a fire attack has a reduced chance of recovering (DC +1), and especially flammable targets take ongoing wounds. Fire can also be used to warm and burn objects and the environment.
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  5. Ice: A target hit by ice grants an increased crit range for the next turn (10 becomes 9+, etc); this ice effect does not stack. Ice can also be used to chill and freeze objects and the environment.
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  7. Lightning: Target becomes helpless for one turn on a critical hit. Lightning can also be used to shock and charge objects and the environment.
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  9. Water: Targets hit by a spell with the Water Elementalist tag suffer a +2 to their critical failure range on the next turn. Water can also be used to clean surfaces, wiping away any undesired substances from the target.
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  11. Wind: Wind-based attacks push the target away from the caster by one range category, two on a crit. GM can rule that heavier targets cannot be pushed back. Wind can also be used to blow away targets, stoke fires, and call up storms.
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  13. Earth: Earth-based attacks cause the target to be covered in earth, forcing them to move more slowly and exert more energy in doing so. The target has a -1 to their rolls for the next round, or -2 on a crit. Earth can also be used to create simple structures, like walls, barricades, and bridges.
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  15. Light: Spells with this effect crit on 9+ against undead and evil targets. Light can also be used to brighten dark areas and chase away targets that are weak to the Light element.
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  17. Dark: Spells with this effect crit on 9+ against living and good targets. Dark can also be used to darken areas and chase away targets that are weak to the Dark element.
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  19. Smoke: Spells with this effect conjure a thick smoke around their targets, rapidly damaging eyes and lungs after a few moments of exposure. The target will lose one of their actions next round or two on a crit, and will take 1 additional point of damage from all attacks that hit it during that time. Smoke can also be used to create cover and blind enemies, enabling characters to sneak by more easily.
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  21. Magma: Target takes ongoing damage for 3 turns. 1 Hit on normal success and 2 on crit. Magma can also be used to damage structures more easily, such as by melting through surfaces. It can also break down objects into slag.
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  23. Corrosion: Attacks with this effect have a -1 to their crit range when used against metal, clockwork and other mechanical targets. Corrosion can also be used to damage mechanical structures more easily and subtly than Magma, such as by damaging critical joints and pieces.
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  25. Salt: Attacks with this effect have a -1 to their crit range when used against demons, spirits, and other supernatural entities traditionally weak to salt in folklore. Salt can also be used to sanctify places and ward off supernatural entities.
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  27. Bloom: Attacks with this effect cause grasses, flowers and vines to surround the target, holding them in place and sapping their energy. They will deal reduced damage for the next 2 rounds, 1 Hit on normal sucess or 2 on crit, but all attacks they make will still deal a minimum of 1 point of damage. Bloom can also be used to spread plant life around an area, even where plants can't normally grow.
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  29. Ichor: Attacks with this effect spread incredibly toxic Ichor around an area, which will effectively block off where targets can move. Characters cannot cross over a spot covered with Ichor unless they have some way to endure or mitigate the fumes or the effect on their skin. Targets afflicted with Ichor will take 2 points of ongoing damage for 2 turns.
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  31. Illusion: Illusion bombards a target with visual and auditory hallucinations. The target will has to succeed on a perception roll with each attack for 3 turns. Failing the perception roll reduces the success of their action by 1, or 2 on a critfail. If the target gets a Critical Failure on their attack, they may attack their own allies in confusion. Illusion can also be used to confound targets, making them more susceptible to tricks and deception.
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  33. Noise: Noise pesters a target with overwhelming noise, making it difficult to concentrate on the current battle, and less likely to notice attacks coming from outside their field of view. The target will have a lowered DC to be hit for the next turn; the DC is lowered by 1 for normal success and 2 on a crit. Noise can also be used to create distractions and diversions, drawing targets to the source of the noise.
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  35. Gravity: Attacks with the Gravity Elementalist effect lower the Critical Hit roll minimum on their target by 1 (9+ becomes 8+, etc). Gravity can also be used to hold targets in place and keep them from moving, or pull targets toward the source of the gravity.
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  37. Time: Attacks with Time can either accelerate or decelerate the target's movements (but not stop them), throwing off their balance and planning. If the user choses to accelerate the target, they will move faster and with more force than they anticipated, causing them to damage themselves by half of what they'd damage their attack targets next round, or two rounds on a crit. If the user choses to decelerate their target, they will move slower and with less force than anticipated, giving them a -1 penalty to their rolls next round, or -2 on a crit. Time can also be used to quicken or slow down processes, or cause targets to move faster or slower.
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