Para Elemental

Para Elementals fuse two of the classic elements into a single dangerous creature. Types of Para Elementals include Ice (Air and Water), Magma (Earth and Fire), Ooze (Earth and Water), and Smoke (Air and Fire).

 

Step 1: Age
Determine the character's starting age. Either he has only just become one with his element, or he has been around a long time.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide his background; 

Did you leave your home and family, or did you stay around and watch them grow old and die? If so, how did it affect you? (see the special Disadvantages section for more on this). 

Where have you been in the intervening years? Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?

Step 2: Attributes
Roll attributes as normal but then add +3 to INT and WIS. Hit points = CON +12, +12 per level. +1 HP per year alive. Other bonuses according to your Elemental type (see below).
Step 3: Skills

Choose skills in the normal manner. Then for every 100 years alive select 1 additional skill. Of course an Elemental may no longer feel the need for such mundane things as skills..

Step 4: Abilities
See separate tables below, choose the table according to the Elemental type.
Step 5: Careers
Unlike the Earth Elementals the Void does not serve the Parliament of Nature but something far more alien.

 

Ice Elemental Abilities

Ice Elementals start with the following ability free;

Elemental Form - Elementals do not age physically and can absorb an amazing amount of damage before they are hurt, and they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal. He gives no heat signature and is totally immune to cold. Explosives, fire and heat do half damage while energy attacks bouncing off. He is immune to any cold or ice attacks including magical. He can also draw on other ice and add it to his own mass increasing in size. Punch does +D8 per square metre and he gains +12 HPs per square metre.

Additionally Elementals start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Cold Snap 5 The Elemental can reduce the temperature dramatically anywhere within his line of sight. This can cause a victim's hands and feet to get frostbitten, as if from exposure to extreme cold. The victim gets a save against this effect, but it must be made at -2. When affected by Frostbite the victim will fight with -4 and -40% on all rolls. These effects persist until the victim's extremities are defrosted by heat. Note that any extremity in a frostbitten state for more than 3 hours could potentially become gangrenous. Surfaces on the other hand will become extremely slippery and in some cases brittle.
Elemental Awareness 5 You are psychically attuned with your element and hears its whispers in your head. Any object that you touch which is a part of your element will come alive and obey simple commands involving speech (will answer questions). Ice can speak to sea life.
Elemental Renewal 5 You are able to thrive by feeding on any aspects of your element present nearby. This takes the place of food and water for so long as you are near your elemental source and effectively renders you Immortal as per the Major power.
Elemental Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Elemental State 5 You are able to meld with your element, effectively becoming one with it. In this state, you are aware of any activity within its vicinity. You may also enter into a state of Suspended Animation by physically merging with your element.
Elemental Transport 5 You are able to travel between any 2 points where aspects of your elemental sign exist. For example Ice can travel between glaciers, frozen lakes, snow, etc. Functions identically to Telereformation.
Extreme Cold 5 Can encase an object in ice by touching it. He can affect a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body.
Ice Wall 5 This is the ability to draw condensation and form a shield or wall of ice (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The wall has 100 HPs per square metre.
Range Attack 5 He can form Ice Balls at the rate of 1 per round which do D6 damage (+D6 per level), and Ice Shards at a rate of 2 per round per level which do 2D6 (+D6 per level), normal throwing range.
Spellcast 10 Water and Air Elemental magic only but he is bestowed with all the spells within that sphere.

Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

 

Magma Elemental Abilities

Magma Elementals start with the following ability free;

Elemental Form - Elementals do not age physically and can absorb an amazing amount of damage before they are hurt, and they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal. +60 HPs per INT. STR +2 for every additional 100 HPs. Anyone touching him or that he touches takes up to D4 per level. Take half damage from solar attacks but intense cold, chemicals or water have a 50% chance of dowsing his flame for 2D4 melees. Are immune to any heat or fire based attacks (including magical).

The Elemental can see heat images and traces the same way as thermo optic equipment, equal to normal vision range. Can see invisible lifeforms by their heat. 

Additionally Elementals start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Elemental Awareness 5 You are psychically attuned with your element and hears its whispers in your head. Any object that you touch which is a part of your element will come alive and obey simple commands involving speech (will answer questions). Magma can speak with fire or magma.
Elemental Renewal 5 You are able to thrive by feeding on any aspects of your element present nearby. This takes the place of food and water for so long as you are near your elemental source and effectively renders you immortal.
Elemental Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Elemental State 5 You are able to meld with your element, effectively becoming one with it. In this state, you are aware of any activity within its vicinity. You may also enter into a state of Suspended Animation by physically merging with your element.
Elemental Transport 5 You are able to travel between any 2 points where aspects of your elemental sign exist. For example Water can travel between oceans, lakes, ponds, etc. Functions identically to Telereformation.
Magma Wall 5 Can form a shield or wall of magma (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. D10 damage per 5 WIS for every 30 centimetres the victim walks through. 
Melt 5 The Elemental can generate 30C per INT per melee in both hands doing 10D10 damage to anything held onto for 1 round. This will melt most objects, boil water, etc. He can also spot weld any two pieces of stone or metal he touches. It is especially useful for sealing entrances and exits in a hurry.
Radiate Heat 5 He can radiate heat from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, +10 per level.
Spellcast 10 Fire and Earth Elemental magic only but he is bestowed with all the spells within that sphere.

Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Volcanno 5 The character can summon up anywhere within sight a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends on the level of the character: height is 1 metre per 5 INT +3 metres per level, width is 1 metre per 7 INT +1.5 metres per level. The magma jetting forth from the cone typically does D6 damage per metre per round. It melts rock and plastics, sets fire to trees, boils water away, etc. The volcano will last until the character dispels it and drives it back underground. Careless magma characters will leave these things lying around almost as a signature. Rather than a volcano, the character can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the character wishes, as long as it falls within the dimensions and effects of the power. 

 

Ooze Elemental Abilities

Ooze Elementals start with the following ability free;

Elemental Form - Elementals do not age physically and can absorb an amazing amount of damage before they are hurt, and they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal. +60 HPs per INT. STR +2 for every additional 100 HPs. Because his body is not entirely solid, but composed of the muck and waste matter of the swamp, fists, bullets, knives, energy blasts, etc. will either pass entirely through him or will harmlessly be lodged within his body. Even if a vast portion of the body were to be ripped away or incinerated, he would be able to reorganize himself by drawing the necessary material from the surrounding area. Immune to paralysis/stun, cold, heat, fire, gas and radiation. Kinetic attacks pass straight through doing no damage. Explosions, energy, fire, solar and electrical powers do half damage. Radiates no heat.

He can also draw on any body of muck, ooze or sludge to increase size and mass. For every 1 cubic metre added gain +45kgs, +8 STR, and +600 HPs. Can maintain for 8 melees per level –1 melee per cubic metre. Alternatively he can his disperse limbs and body into ooze particles and flow at one quarter MR. Can also flow through any opening.

Additionally Elementals start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Elemental Awareness 5 You are psychically attuned with your element and hears its whispers in your head. Any object that you touch which is a part of your element will come alive and obey simple commands involving speech (will answer questions). Ooze can speak to muck, ooze or sludge.
Elemental Renewal 5 You are able to thrive by feeding on any aspects of your element present nearby. This takes the place of food and water for so long as you are near your elemental source and effectively renders you immortal.
Elemental Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Elemental State 5 You are able to meld with your element, effectively becoming one with it. In this state, you are aware of any activity within its vicinity. You may also enter into a state of Suspended Animation by physically merging with your element.
Elemental Transport 5 You are able to travel between any 2 points where aspects of your elemental sign exist. For example Water can travel between oceans, lakes, ponds, etc. Functions identically to Telereformation.
Encase in sludge 5 Can cast off ooze, mud or sludge to encase a victim in a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). A victim completely immersed may suffocate.
Sludge Balls 5 The Elemental can hurl pieces of ooze, mud or sludge at nearby victims. 2 metres per WIS, +3 metres per level. 2kgs per WIS, +5 per level at a speed of up to 150kph doing D6 damage per 4.5kgs and per 10kph of speed. 
Sludge Secretion 5 The Elemental can secrete a resin which causes a severe reaction on skin, causing a rash, severe itching, and watering eyes. Scratching the rash will only make it worse and will remain even after the goo is washed off, but will wear off in about 3 days, although there are several creams available that will neutralize the itching. While scratching, the hero loses 2 attacks per melee and is -3 to all combat rolls.
Sludge Wall 5 This is the ability to draw nearby ooze, mud or sludge and form a shield or wall (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level until concentration broken. Most weapons will only partially penetrate the wall and become stuck or lost. Further the wall will do D6 damage per 5 WIS for every 30 centimetres an object or victim passes through. 
Spellcast 10 Earth or Water Elemental magic only but he is bestowed with all the spells within that sphere.

Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

 

Smoke or Smog Elemental Abilities

Smoke Elementals start with the following ability free;

Elemental Form - Elementals do not age physically and can absorb an amazing amount of damage before they are hurt, and they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal. Smoke Elementals have no HPs, and give no heat signature. They can move through the tiniest crack or space, and are immune to all gases. Movement is at MR x1kph, rotate at MR x2kph and spread out over an area of INT x3 metre radius. At 80kph spin any within cant attack, cast spells, speak, etc are hurled 2 metres in air for every 10kph MR.
At 90kph also do D6 per round to anything within +D6 per 10kph over 90.

Additionally Elementals start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Breath of Smoke 5 This is a more surgical use of the character's powers. He can gently force a cloud of smoke into an organism's lungs, interfering with their ability to breathe. Victims must save vs non lethal gas or pass out for 4 +D6 rounds.
Elemental Awareness 5 You are psychically attuned with your element and hears its whispers in your head. Any object that you touch which is a part of your element will come alive and obey simple commands involving speech (will answer questions). Smoke can speak to clouds and fire.
Elemental Renewal 5 You are able to thrive by feeding on any aspects of your element present nearby. This takes the place of food and water for so long as you are near your elemental source and effectively renders you Immortal as per the Major power.
Elemental Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Elemental State 5 You are able to meld with your element, effectively becoming one with it. In this state, you are aware of any activity within its vicinity. You may also enter into a state of Suspended Animation by physically merging with your element.
Elemental Transport 5 You are able to travel between any 2 points where aspects of your elemental sign exist. For example Water can travel between oceans, lakes, ponds, etc. Functions identically to Telereformation.
Fly 5 The power to fly by riding a planet's thermal currents (if it has any). Speed is WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. Speed is reduced accordingly in colder climates, as determined by the GM.
Smoke Cloud 5 The Elemental can create a cloud of smoke anywhere within his line of sight which will obscure the vision of others. Its size is (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level.

Victims caught in the cloud can't see clearly for more than 1 metre in front. All visual details are distorted or obscured, all rolls within are -9. Furthermore all sense of direction is lost with eyes watering and burning, breathing laboured and victims coughing frequently.

Solidify Smoke 5 The character can make any smoke cloud solid enough for people to stand on without falling through. This can be used to make a stair or even to carry people a short distance.
Spellcast 10 Air or Fire Elemental magic only but he is bestowed with all the spells within that sphere.

Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

 

 

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