Elemental Affinity (NXT)

Special, unique abilities or characteristics that truly set characters apart from one another -- or unite them together.

Elemental Affinity (NXT)

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Post by Tony »

Elemental Affinity

What is an Elemental Affinity?
The natural universe is made up of what are called 'elements.' These elements, while sounding like something you may find on a periodic table, are the parts that make up the universe as it is perceived by nature and life itself. There are very special cases in which sentient creatures are somehow connected to these elements in a stronger fashion that the rest of the universe; they are actually able to control the element in aspects and ways that may seem impossible to others. These beings are relatively very rare, and even more rare outside of specific groups and species.

Elemental Affinities, as they are called in Dimensional War, are extremely special properties that reside with characters who have reason with them. They are NOT something to be taken lightly, as they are both a great advantage and an even greater hindrance at times. Characters with Elemental Affinities are subject to great supervision by the Game Masters and misuse of them has consequences.

How do Elemental Affinities work on a character sheet?
Element Affinities are Feats taken. If your character has one Element Affinity, it must take up a Feat slot. If there are more than one, each one must take up its own Feat slot. Element Affinities grant people powers with the elements innately and can boost magical abilities or spells that contain the said Elements. They also can be used against bosses with weaknesses to the element you wield.

Each time you want to raise the level of a current Element Affinity you possess, you must pay for it by using another Feat slot. This means if you want to have Fire at 2nd level, you must take up two Feat slots for it. The max you can go is to level 5 in any Element.

Multiple Affinities: It is possible for a character to have more than one elemental affinity; however, regardless of how many affinities a character has, the maximum level of "total affinity" that can be gained is 5; that is, a character can only have affinity levels that are less than or equal to 5.
Example: I want to make a character with Fire and Shadow affinities. The highest level he can have in one of them is 4, but the other must be 1. He can have 2 in one and 3 in the other, but he cannot have Level 5 in either.

Cross Affinities: A person can in theory mix two elements of opposing type. For example, someone can have both fire and water affinity, however, doing so severely limits the power they may obtain from either affinity, limiting them to 1 level in both affinities (Level 1 Fire/Water, but not Level 2). In this case, a person is not considered weak to either element.
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How are Elements used in the game itself?

Magic Enhancement

When casting magic or using some types of special physical abilities, elements can be assigned to them. These magics can be enhanced by the user's elemental affinity level, but only once that character has been inundated in the element's power at Level 4, when they are also unable to cast magics of the opposite element at all.

Damage reductions for attack with same element (Fire vs. Fire, Dark vs. Dark)
If you are struck by an elemental attack that matches your affinity, take the following (Please note these apply AFTER applying soak):
  • Level 1 - Damage*0.75
  • Level 2 - Damage*0.5
  • Level 3 - Damage*0.33
  • Level 4 - Damage*0.2
  • Level 5 - 0 Damage
Damage bonuses for attack with opposite element (Fire vs. Water, Dark vs. Holy)
If you possess an elemental affinity that matches the element of the attack you used, add that affinity level to the enemy's elemental affinity level to determine the bonus level (L2 water affinity vs L3 fire affinity = L5 bonus). If you don't possess that elemental affinity, then just use the enemy's affinity level (L3 bonus in the previous example).
  • Level 1 - Damage+500
  • Level 2 - Damage+1000
  • Level 3 - Damage+1500
  • Level 4 - Damage+2000
  • Level 5 - Damage+2500
  • Level 6 - Damage+3000
  • Level 7 - Damage+3500
  • Level 8 - Damage+4000
  • Level 9 - Damage+4500
  • Level 10 - Damage+5000
Fire <--> Water
Earth <--> Air
Shadow <--> Light
Force <--> Time
Darkness <--> Holy

Examples

Sydney has Level 2 Shadow Affinity and does 1200 base magical damage.
Akio has Level 2 Light Affinity and does 1000 base magical damage.
Midas has Level 4 Darkness Affinity and does 1500 base magical damage.
Osiris has Level 1 Water Affinity and does 500 base magical damage.
Aaliyah has Level 2 Water Affinity and does 800 base magical damage.

Sydney uses a Level 2 Shadow-based spell vs. Akio. He does 1,600 damage normally, but since Akio has Level 2 Light Affinity as well, Akio takes +2000 damage, so the 1,600 becomes 3,600.

Sydney uses a Level 2 Shadow-based spell vs. Midas. He does 1,600 damage normally, and since Midas does not have Shadow or Light affinity, that number is unchanged.

Osiris uses a Level 3 Water-based spell vs. Aaliyah. He does 1,100 damage normally, but since Aaliyah has Level 2 Water Affinity, she is able to reduce the damage by *0.5, so she takes 550.

Abilities

Elemental Affinities themselves, without any other influence, also bring with them access to elemental powers. These are not powers of grand epic scale, rather they are small to moderate abilities which often require spiritual power by the character to do.

As a character acquires Levels in their specific Affinities, they gain access to more elemental abilities. When a character acquires Level 1, they have access to all Level 1 abilities; when they acquire Level 2, they earn the Level 2 abilities, and so on.

To use an Elemental Affinity ability, consider each Elemental Affinity level to be equal to 2 Skill Levels -- that is, each EA level goes up 1 dice "step", and add a bonus of (Elemental Affinity * 10)

Here's quick reference:
Level 1 - 1s2+10
Level 2 - 1s4+20
Level 3 - 1s6+30
Level 4 - 1s8+40
Level 5 - 1s10+50

When an ability deals or restores damage, the Elemental Affinity level corresponds to 2 spell levels; that is, a Level 2 Affinity ability has a natural damage bonus of +800.

Here's quick reference:
Level 1 - +400
Level 2 - +800
Level 3 - +1,500
Level 4 - +2,500
Level 5 - +4,000
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So is that it about Elements? That's not so bad.
Slow your roll, chief. That's not all yet.

Please take very special note that at Elemental Affinity Level 4, a character is irreversibly locked into that element. At that point, the character is unable to cast spells of the opposing element (although the powers associated with yours become much more powerful, as well as the fact that you may gain access to powers only accessible to your element). For example, a person with Elemental Affinity: Fire Level 4 will not be able to cast ANY Blizzard, Water, or related spells at all; inversely however, this character will be able to gain access to the ultimate Fire spell, Volcano, while a character without it will otherwise not be able to.

Furthermore, there are several higher power non-elemental spells that are ONLY available to people who do not have an affinity. The choice to take an affinity is a serious choice, and should be taken because it fits the character, NOT because it is a player preference. This will be strictly observed.

So how does this affect my character outside of combat?
Elemental Affinity means that a character is linked to a particular element and can utilize it to a degree or have some control over it. This does NOT mean that the element controls or influences the mentality or emotional state of the character; it is in fact the opposite that is true.

Physical manifestations of an element will occur when a character with it is under severe duress or is considered 'unstable,' and as a result, not controlling it at the time. When this occurs, those who are linked to a specific element take less damage from the presence of that element than a normal person would; however, on the other hand they take more damage from the presence of the opposite element they are linked than would a normal person.
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Elemental Domains

The four "nature"-based elements -- Fire, Water, Air, and Earth -- are each divided up into 2 domains, or areas in which that element can dominate. When a character chooses one of these Elemental Affinities, they also have the choice of selecting one of the two domains to specialize in OR choose a blending of the two for a "general" domain.

For example, a character who selects Fire as an elemental affinity may choose Flame or Heat as a domain, or simply choose Fire as their domain, which gives them a blending of Flame and Heat Abilities. When a character selects a domain, they are locked into that elemental domain, and cannot select one of the other two even with more purchases of the elemental affinity.

Note that selecting a domain does not change anything about the Affinity aside from the abilities characters are given. Flame and Heat are just as weak to Water, Ice, and Vapor as ever, and a character with Flame domain can still reduce the effects of Heat-based effects.

The other six elements -- Light, Shadow, Force, Time, Darkness, and Holy -- do not have separate Domains.
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So tell me more about the actual Elements themselves already.
Pushy, pushy. Alright, below is a list of the elements present in the Dimensional War RPG, along with descriptions of them.

Wait! Tony, help! I don't understand what some of this means!!!
Don't worry, champ. Affinity abilities, moreso than most other spells, are designed to grow with the user, which means that a few clever terms were needed to ensure this happened. Here's a quick once-over of some of the common phrases used in the Affinity abilities.

per diem - each day.
Affinity bonus - The character's Elemental Affinity bonus as determined by his/her Elemental Affinity level; +10 per level (+10, +20, +30, +40, +50).
Affinity damage - The character's Elemental Affinity damage as determined by his/her Elemental Affinity level. The Elemental Affinity level corresponds to 2 spell levels; that is, a Level 2 Affinity ability has a spell modifier of +800, and the "magic school" is replaced by (Affinity Level * 2). That means a character's base Elemental Affinity damage is calculated using the following formula:

Spirit * (Elemental Affinity * 2)

Here are a couple examples:

Level 1 Affinity - Spirit * 2
Level 2 Affinity - Spirit * 4
Level 3 Affinity - Spirit * 6
Level 4 Affinity - Spirit * 8
Level 5 Affinity - Spirit * 10

So when you have your base damage, you then add the ability modifier (which is determined by the ability's EA level).

Example:
Aaliyah, with Level 2 Affinity and 300 Spirit, deals 1,200 base EA damage. She uses a Level 2 Ability, which adds +800 to her damage, so she deals 2,000 magical, elemental damage with that particular ability.

+1 Severity/Affinity Level - Status Effects come in "Families", and each "Family" has at least 5 "Severity Levels" to them - Mild, Moderate, Acute, Chronic, and Terminal. So, an ability that does +1 severity/affinity leve of a family of status effects means it inflicts Mild at Level 1, Acute at Level 3, and Terminal at Level 5.
+ or -[penalty]/Affinity level - This means that a spell buffs or removes either a statistic bonus/penalty or a roll bonus/penalty per Affinity level. If a character has a +5/Affinity Level ability, at Level 3 it grants +15, and at Level 5 it grants +25.
(Affinity Level) Areas - This wide-area spell has the ability to extend outwards from the caster up to great distances. Each level in Elemental Affinity extends that range in "Area" units, which are variable units of measurement in DW.
(Affinity Level) rounds - This ability has a lingering duration that grows as the caster's Elemental Affinity level grows.

You should be ready to proceed. Make sure to use this as a reference if you get confused, tho!

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MP Costs

Level 1: 40
Level 2: 160
Level 3: 360
Level 4: 640
Level 5: 1000
Last edited by Strato on July 15th, 2023, 3:57 pm, edited 3 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Elemental Affinity - Fire

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Post by Tony »

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Fire - Flame / Heat
"Fire" is the elemental forces of flame and heat, both burning and simply "hot". The power of fire is one of the most basic and essential that the universe requires, as without heat there cannot be many other elements.
  • "Flame" is the physical manifestation of fire. It is an extremely offensive domain, as flames burn nearly anything they come into contact with. Their powers focus on harm and direct burnination.
  • "Heat" is a more indirect control of the abstract idea of radiant heat, and along with making things hot, the user also has the ability to make things cold by taking heat away from them. The "Heat" domain is considerably more varied than its "Flame" counterpart.
A person with a fire affinity might find things about them heating up and catching on fire in times of emotional duress if they do not actively control their connection.[/list]

Fire Abilities
I -
  • Spark - Spontaneously ignite or combust a fist-sized portion of air or a flammable liquid or object (liquid/solid fuel) by focusing/concentrating on it. Fuel burns for (Affinity Level) rounds. If targets are in/enter the fueled area, deals Affinity damage.
    OR
  • Homeostasis - A passive ability that allows a character to maintain his/her internal body temperature in extreme hot or cold temperatures. Can be extended to (Level * 2) allies for (Affinity Level) rounds at level requisite MP per round.
II -
  • Produce Flame - Spontaneously ignite a less-flammable object (such as wood or paper) and allow it to become strong enough to be considered "self-sustaining."
  • Resist Fire - The character is able to extend their body's natural resistance to flame to that of allies. Up to (Affinity Level) allies can gain (10 * Affinity Level)% resistance to Fire for (Affinity Level) rounds.
III -
  • Wall of Fire - An immobile, blazing curtain of shimmering violet fire springs into existence within 5 Areas of the caster. Touching the fire deals Affinity damage, and it lasts for (Affinity * 2) rounds without the caster's concentration.
  • Alter Temperature - The user is able to alter the air temperature within (Affinity levels) Areas. Each round the user spends concentrating on this, the user expends requisite MP and has the choice of increasing the temperature (to inflict Mild, then Moderate, and so on "Heat" status) or decreasing the temperature (to inflict Mild, then Moderate, and so on "Feeble" status). This affects all targets in an Area -- including allies.
IV -
  • Fire Seeds - The user is able to create incendiary bombs out of hand-sized objects, which can either be thrown for Affinity damage like grenades (Reaction DC to avoid is (Affinity Level * 50)) OR planted like proximity bombs that will deal Affinity damage when the Area they're planted in is crossed.
  • Alchemists' Fire - A character is able to fine-tune the heat of crafting units, whether they're classical or high-tech by concentrating on them. When directly crafting or assisting with crafting, adds (+5 * Affinity Level) to the Artisan: roll. Each roll with this bonus expends the requisite MP.
V -
  • Incendiary Cloud - A pyroclastic cloud of devastating energy rolls across an area, allowing a user to strike (Affinity level) enemies for full Affinity damage apiece.
  • Magma - The character is able to heat up standard rock and earth to the point of turning it into churning hot, controlled mag-ma. This allows for obstacles to be removed or for earth to be reshaped at the caster's whim.
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Flame Abilities
I -
  • Spark - Spontaneously ignite or combust a fist-sized portion of air or a flammable liquid or object (liquid/solid fuel) by focusing/concentrating on it. Fuel burns for (Affinity Level) rounds. If targets are in/enter the fueled area, deals Affinity damage.
II -
  • Produce Flame - Spontaneously ignite a less-flammable object (such as wood or paper) and allow it to become strong enough to be considered "self-sustaining."
  • Fireball - Spawn and direct a number of large fireballs to strike targets. Create 1d(Affinity Level) balls of flame to strike at one enemy for half-Affinity damage apiece.
III -
  • Wall of Fire - An immobile, blazing curtain of shimmering violet fire springs into existence within 5 Areas of the caster. Touching the fire deals Affinity damage, and it lasts for (Affinity * 2) rounds without the caster's concentration.
  • Fire Shield - A scorching shield of flame surrounds the user, dealing half-Affinity damage to enemies who attempt to melee attack the user for (Affinity Level) rounds. Attacks still pass through the shield and deal normal damage. When struck with a Water-element attack, the shield falls immediately.
IV -
  • Fire Seeds - The user is able to create incendiary bombs out of hand-sized objects, which can either be thrown for Affinity damage like grenades (Reaction DC to avoid is (Affinity Level * 50)) OR planted like proximity bombs that will deal Affinity damage when the Area they're planted in is crossed.
  • Fire Elemental Body - The user's body ignites in flame, identical to that of fearsome Fire elementals (or Johnny Blaze). The user's melee attacks are considered passively Fire elemental (but add no additional damage) and melee attacks against the character deal half-damage to the attacker. Attacks still land unless dodged and deal full damage. When the character is struck with a Water-element attack, the effect falls immediately. This can be maintained as long as the character has MP to sustain it, spent per round it's active.
V -
  • Incendiary Cloud - A pyroclastic cloud of devastating energy rolls across an area, allowing a user to strike (Affinity level) enemies for full Affinity damage apiece.
  • Fire Elemental Swarm - The character is able to summon Fire elemental monsters out of combusted air. The combined Summon Levels cannot exceed 10 (1 Level 10, 2 Level 5s, 10 Level 1s, 2 Level 4s and 2 Level 1, etc.). These Summons will last for (Affinity Level) rounds.
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Heat Abilities
I
  • Homeostasis - A passive ability that allows a character to maintain his/her internal body temperature in extreme hot or cold temperatures. Can be extended to (Level * 2) allies for (Affinity Level) rounds at level requisite MP per round.
II
  • Resist Fire - The character is able to extend their body's natural resistance to flame to that of allies. Up to (Affinity Level) allies can gain (10 * Affinity Level)% resistance to Fire for (Affinity Level) rounds.
  • Oil - The character is able to extend their body's natural energy into that of enemies, making them more vulnerable to Fire-based attacks. For (Affinity Level) rounds, (Affinity Level) targets take (25 * Affinity Level)% more damage from Fire-based attacks.
III
  • Heat Conversion - The user is able to absorb the radiant heat in an area to instead focus it into his or her own use. Expends user's requisite MP and lowers temperature drastically in an Area to restore (Affinity damage) HP to the user.
  • Alter Temperature - The user is able to alter the air temperature within (Affinity levels) Areas. Each round the user spends concentrating on this, the user expends requisite MP and has the choice of increasing the temperature (to inflict Mild, then Moderate, and so on "Heat" status) or decreasing the temperature (to inflict Mild, then Moderate, and so on "Feeble" status). This affects all targets in an Area -- including allies.
IV
  • Fiery Discorporeation - When a large enough source of flame (the higher the character's HP, the larger the fire needs to be) is nearby, the user can absorb the entire flame into his or her body to rejuvenate themselves. This effect will restore a character's HP from the negative, wake him or her up from KO status, and restore 25% of his or her maximum HP. This consumes both the user's requisite MP and the fire nearby.
  • Alchemists' Fire - A character is able to fine-tune the heat of crafting units, whether they're classical or high-tech by concentrating on them. When directly crafting or assisting with crafting, adds (+5 * Affinity Level) to the Artisan: roll. Each roll with this bonus expends the requisite MP.
V
  • Liz's Conflagration - The character is able to plummet or skyrocket the temperature within 1 Area without concentrating. Expend requisite Affinity level MP, and over the next 5 rounds the temperatures in that area either raise (Mild to Terminal "Heat" status) or drop (Mild to Terminal "Feeble" status) drastically, and the user is able to perform other actions. Once highest/lowest temperature is achieved, effect remains for 5 rounds before temperatures revert to normal.
  • Magma - The character is able to heat up standard rock and earth to the point of turning it into churning hot, controlled mag-ma. This allows for obstacles to be removed or for earth to be reshaped at the caster's whim.
Tony
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Joined: October 10th, 2008, 9:41 pm
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Elemental Affinity - Water

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Post by Tony »

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Water - Vapor / Ice

Water is the elemental force of liquid H2O, clouds, ice (but not cold), and steam. This element can increase the amount of damage done by water/steam/ice based spells done by the character and lessen the damage taken by the character from water/ice/steam based attacks.
  • "Vapor" is the Domain of humidity and gaseous liquids, such as clouds and steam. Vapor also includes the hotter part of the "liquid" state as well.
  • "Ice" is the Domain of solid water, as well as a lesser ability to vacate heat from objects or areas to reduce them to frozen. In addition to this, "Ice" includes the cooler part of the "liquid" state.
Characters with this affinity might find things getting wet about them or nearby bodies of water or rivers churning if they under stress and not in control.

Water Abilities
I
  • Purple Haze - A user is able to enshroud (Level) Areas in a thick surreal mist that shrouds optics and eyesight alike. The first time this Ability is used inflicts Mild "Blind" status on (Level) Areas, and each subsequent use raises Blind by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
    OR
  • Wonderland - The user is able to, by spending requisite MP, shower (Affinity Level) areas in real snow at a rather high rate. Snow leaves footprints when passed through and inflicts Mild "Slow" status on any subjects traveling through the snowy area. The snow lasts for (Affinity Level) * 2 rounds.
II
  • Control Water - The user is able to command and control water within (Level) Areas, allowing him/her to raise or lower the water level by changing its state (converting humidity to water/water to humidity). Each water level (determined by GM) costs requisite level MP.
  • Ice Brand - The user is able to touch an object and flash-freeze it or touch a target and deal damage and freeze it. When used against a target, deals Affinity damage and inflicts Mild "Freeze" status; each subsequent attack against that target deals Affinity damage and raises status severity by 1.
III
  • Wall of Ice - The user is able to create a fully solid wall of ice that can be up to (Level) Areas high/wide, though works best in enclosed areas. When completed, the wall has (Affinity damage * 2) HP and must be destroyed to pass through. Wall is considered "Ice" elemental.
  • Water Walking - The user is able to increase the density of liquid water to support the user's and (Affinity level) allies, allowing them to cross water safely as if it were land. Each Area covered by this ability spends level requisite MP.
IV
  • Sleet Storm - The user is able to create a dense sleet and ice storm across (Level) Areas. This storm will last for (Level * 2) rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Waters of Life - A user is able to purify and enhance natural water to encourage the healing processes of others. By expending requisite MP, a user is able to imbue enough water for (Affinity Level * 2) people with powerful spiritual energy. This energy performs an "Esuna" effect (see magic) when consumed. The water loses its blessing in (Affinity Level) rounds, so it must be made and consumed within a short amount of time.
V
  • Dire Winter - The user is able to cover (Affinity Level) Areas in a dense blizzard-like storm. The storm lasts for (Affinity Level) rounds and deals half-Affinity damage to any caught in its path per round. While inside of the blizzard, Acute "Blind" and Mild "Slow" effects constantly active, and all characters inside must pass a (caster's Affinity Level * 30) Balance check to not slip into Knockdown.
  • Deluge - A user is able to compact and transmute water vapor into liquid water at an astounding rate. By rapidly increasing the humidity into supersaturation and hypersaturation, a tidal wave comes "out of nowhere" to crash down into (Affinity Level) Areas, completely flooding them in (Affinity Level) Area-deep water. Anyone -- or anything -- caught in the catastrophic event is dealt (Affinity damage) and trapped at the lowest level of the deluge, requiring swimming or similar travel to reach the surface.
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Vapor Abilities
I
  • Purple Haze - A user is able to enshroud (Level) Areas in a thick surreal mist that shrouds optics and eyesight alike. The first time this Ability is used inflicts Mild "Blind" status on (Level) Areas, and each subsequent use raises Blind by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
II
  • Control Water - The user is able to command and control water within (Level) Areas, allowing him/her to raise or lower the water level by changing its state (converting humidity to water/water to humidity). Each water level (determined by GM) costs requisite level MP.
  • Water Breathing - The user is able to breathe underwater by removing the hydrogen out of the water molecules, allowing oxygen to pass safely into his/her lungs and those of (Level * 2) allies. Each round in use expends level requisite MP.
III
  • Water Conversion - The user is able to draw a large source of water into his/her body to replenish energy. The higher the user's HP, the more water is required. Spend requisite MP if enough water is present to restore (Affinity damage) to user.
  • Water Walking - The user is able to increase the density of liquid water to support the user's and (Affinity level) allies, allowing them to cross water safely as if it were land. Each Area covered by this ability spends level requisite MP.
IV
  • Drown - The user is able to hypersaturate the air around (Level) targets, causing them to begin breathing bits of liquid water. The first use of this Ability against a target inflicts Mild "Soaked" and "Slow" statuses, and each subsequent use raises those levels by 2. (Mild to Acute, Acute to Terminal).
  • Waters of Life - A user is able to purify and enhance natural water to encourage the healing processes of others. By expending requisite MP, a user is able to imbue enough water for (Affinity Level * 2) people with powerful spiritual energy. This energy performs an "Esuna" effect (see magic) when consumed. The water loses its blessing in (Affinity Level) rounds, so it must be made and consumed within a short amount of time.
V
  • Deluge - A user is able to compact and transmute water vapor into liquid water at an astounding rate. By rapidly increasing the humidity into supersaturation and hypersaturation, a tidal wave comes "out of nowhere" to crash down into (Affinity Level) Areas, completely flooding them in (Affinity Level) Area-deep water. Anyone -- or anything -- caught in the catastrophic event is dealt (Affinity damage) and trapped at the lowest level of the deluge, requiring swimming or similar travel to reach the surface.
  • Fountain of Rejuvenation - A user is able to imbue naturally occurring water with a rejuvenating and healing effect. By concentrating and expending requisite MP, a user is able to purify, imbue, and even illuminate up to (Affinity Level) Areas of water with restorative powers. Each round a subject spends inside of "the fountain" has an enhanced "Esuna" effect (to heal even some higher-level statuses, including Chronic and Terminal) and restores (Affinity damage) HP and MP to the subject. Each use of requisite MP allows (Affinity Level * 4) people to partake of the healing.
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Ice Abilities
I
  • Wonderland - The user is able to, by spending requisite MP, shower (Affinity Level) areas in real snow at a rather high rate. Snow leaves footprints when passed through and inflicts Mild "Slow" status on any subjects traveling through the snowy area. The snow lasts for (Affinity Level) * 2 rounds.
II
  • Ice Brand - The user is able to touch an object and flash-freeze it or touch a target and deal damage and freeze it. When used against a target, deals Affinity damage and inflicts Mild "Freeze" status; each subsequent attack against that target deals Affinity damage and raises status severity by 1.
  • Lin Kuei Doppelganger - The user is able to focus their power into their own bodies, and at just the right time, can form a likeness of themselves at the same time of moving out of that place. Declare this ability one round and expend MP; if the user is physically attacked until the user's next turn, use Affinity roll to dodge the attack. If successful, attack is avoided and melee users strike an ice clone, which shatters but deals Affinity damage and immediately inflicts Moderate "Freeze" status. Only works once per round. If the user declares and is not attacked, MP is still spent.
III
  • Freezing Sphere - The user is able to create a dense ball of spiritual energy that, upon contact with an object, flash-freezes it and the surrounding area. Can be used to create barriers (block doorways), freeze up to (Level) Areas of the surface of liquid water to allow passage, and various other similar effects.
  • Wall of Ice - The user is able to create a fully solid wall of ice that can be up to (Level) Areas high/wide, though works best in enclosed areas. When completed, the wall has (Affinity damage * 5) HP and must be destroyed to pass through. Wall is considered "Ice" elemental.
IV
  • Sleet Storm - The user is able to create a dense sleet and ice storm across (Level) Areas. This storm will last for (Level * 2) rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Razor Hail - An imitation of a deadly storm seen in remote systems, this ability allows a user to turn an already present rainstorm -- or a clever enough substitute -- into a hailstorm. Not just any hailstorm, but sharp, jagged, deadly hail. This effect lasts for (Affinity Level) rounds, and deals half-Affinity damage to anything caught in the storm.
V
  • Dire Winter - The user is able to cover (Affinity Level) Areas in a dense blizzard-like storm. The storm lasts for (Affinity Level) rounds and deals half-Affinity damage to any caught in its path per round. While inside of the blizzard, Acute "Blind" and Mild "Slow" effects constantly active, and all characters inside must pass a (caster's Affinity Level * 30) Balance check to not slip into Knockdown.
  • Tundra Express - The user is able to flash-freeze all but the most arid of atmosphere in a short range ahead of him/herself, as well as coat his/her and up to (Affinity Level) allies' feet in near-frictionless ice. This allows the subjects to travel along an "ice rail" created by the user at the same rate as Flight (2x running speed), through otherwise empty air or along surfaces. The ice created lasts for (Affinity Level * 2) rounds, has (Affinity damage) HP, and each expenditure of requisite MP allows a user to create an ice rail across (Affinity Level) Areas.
Tony
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Elemental Affinity - Earth

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Post by Tony »

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Earth - Stone / Plants

Earth is not only a connection to the soil, the mountains, the rocks, but is also a connection that which grows in it such as plants and fungi. This element will increase the amount of damage done by earth, stone, and plant spells should a character cast them, and it will also decrease the amount of damage taken by the aforemention by a character.
  • "Plants" is the domain of organic plant-based matter, whether it's vines, seeds, trees, grass, flowers, herbs, or even some frightening plant-based monsters or even such creatures as Deadly Nightshades.
  • "Stone" refers to the actual composition of the earth, including soil, sand, limestone, chalk, and many of its derivatives, including SOME metals.
A character with an earth affinity who finds themselves under stress might manifest their ability by minor tremors in the ground, the plants about them dying or twitching, or shifts in the softness or hardness of the immediate ground.

Earth Abilities
I
  • Entangle - Tall grass, vines, tree branches, or other such medium or dense vegetation snares up to (Affinity Level * 2) targets and binds them, slowing their movements. Inflicts Mild to Terminal "Slow" status, +1 severity per element level (Level 2 = Moderate, Level 4 = Chronic, etc.)
    OR
  • Magic Stone - The character is able to enchant plain throwing rocks with magical power. When no other weapons are at hand, the character is able to throw up to (Affinity Level) hand-sized rocks per action that deal (Affinity damage) apiece. These can be at one target or multiple targets.
II
  • Barkskin - The character is able to enhance the physical and magical armor soak of up to (Affinity Level) targets by +500/Affinity Level (+2500 physical/+2500 magical at Level 5) by reinforcing it with sturdy tree bark.
  • Stone Shape - The character is able to bend and naturally "chisel" stonework or pieces of solid stone or earth into many different shapes at will. The quality of the work is depending on the roll achieved, and can take many forms which will have circumstantial effects.
III
  • Spike Stones - The character is able to create woeful traps of spikes that blend into the background and eject outwards when they're crossed. These traps are laid over (Affinity Level) Areas, and when tripped, deal affinity damage. To detect the traps, a character must defeat the caster's roll with a sensory or a search roll, and any dispelling attempts must breach the roll as well. To cross the affected Areas without tripping the traps is a movement check, DC 50 + (50 / Affinity Level (300 at Level 5)).
  • Wall of Thorns - The character is able to conjure up a very large wall of spike-like thorns set around winding vines and creepers to block a pathway or form a wall between two points. The wall can be (Affinity Level * 2) Areas in size, has (Affinity damage * 2) HP, and is considered Earth-elemental. Anything that tries to pass through the wall suffers the caster's Affinity damage.
IV
  • Wooden Fist - The character is able to focus elemental power into their hands to enhance martial arts-based damage. When activated, this ability adds +1* to a character's martial arts damage modifier per Affinity Level (+*5 at Level 5), and lasts for (Affinity Level) rounds.
  • Stoneskin - The character is able to shroud (Affinity Level) targets in impenetrable earthen armor for a period of time. This armor actually wholly absorbs (Affinity damage) HP damage -- physical or magical -- before crumbling away. Any damage that is "bleed over" after the armor has lost its effectiveness is carried over onto the user as normal. However, dodging with Stoneskin active is impossible; only Bracing, Blocking, or Magic Defense is available.
V
  • Control Plants - The character is able to command and manipulate (Affinity Level) plant-type creatures or monsters for (Affinity Level * 2) rounds. The creatures/monsters will obey the caster happily, but will revert to natural behavior at the end of the duration.
  • Earthquake - The character is able to use spiritual energy to cause an emulation of seismic movement that stretches out a great distance from the epicenter. This spell has the capacity to deal great damage to an environment if cast by a strong enough character. This spell deals Affinity damage and Chronic "Off Guard" status against every character/creature within (Affinity Level * 2) Areas.
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Plant Abilities
I
  • Entangle - Tall grass, vines, tree branches, or other such medium or dense vegetation snares up to (Affinity Level * 2) targets and binds them, slowing their movements. Inflicts Mild to Terminal "Slow" status, +1 severity per element level (Level 2 = Moderate, Level 4 = Chronic, etc.)
II
  • Barkskin - The character is able to enhance the physical and magical armor soak of up to (Affinity Level) targets by +500/Affinity Level (+2500 physical/+2500 magical at Level 5) by reinforcing it with sturdy tree bark.
  • Plant Growth - This effect causes normal vegetation (grasses, bushes, trees, vines, and so on) within (Affinity Level *2) Areas to become thick and overgrown. The plants entwine to form a thicket or jungle that anyone wishing to pass must hack or force a way through. This effect causes Mild "Slow" status to all targets who attempt to pass through these Areas. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as "Entangle", the effects are raised by 1 Severity Level.
III
  • Command Plants - The character is able to speak to and understand plant-based creatures or monsters in a way that most others are unable to. The character can exert some extent of suggestive power over plant-based monsters and creatures, and can make Diplomacy/Intimidate checks against them as if they were normal characters. Each time this spell is cast costs MP, and affects up to (Affinity Level * 2) plant-based creatures.
  • Wall of Thorns - The character is able to conjure up a very large wall of spike-like thorns set around winding vines and creepers to block a pathway or form a wall between two points. The wall can be (Affinity Level * 2) Areas in size, has (Affinity damage * 2) HP, and is considered Earth-elemental. Anything that tries to pass through the wall suffers the caster's Affinity damage.
IV
  • Wooden Fist - The character is able to focus elemental power into their hands to enhance martial arts-based damage. When activated, this ability adds +1* to a character's martial arts damage modifier per Affinity Level (+*5 at Level 5), and lasts for (Affinity Level) rounds.
  • Animate Plants - The character is able to give semblance of life and motion to (Affinity Level) plants in the area. Depending on their sizes (trees. vs. bushes), more can be animated in one action. Small enough plants receive Swarm Bonuses to complete actions, and large enough plants can be formidable or monster-like in behavior.
V
  • Control Plants - The character is able to command and manipulate (Affinity Level) plant-type creatures or monsters for (Affinity Level * 2) rounds. The creatures/monsters will obey the caster happily, but will revert to natural behavior at the end of the duration.
  • Shambler - The character is able to mold plant matter -- living or dead -- into a near shapeless conglomeration of fearsome strength and aptitude. The Shambling Mounds are impressively fearsome creatures but are always at the beck and whim of their creator. Only 1 Shambling Mound can be created per cast, but up to (Affinity Level) can be created with enough MP.
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Stone Abilities
I
  • Magic Stone - The character is able to enchant plain throwing rocks with magical power. When no other weapons are at hand, the character is able to throw up to (Affinity Level) hand-sized rocks per action that deal (Affinity damage) apiece. These can be at one target or multiple targets.
II
  • Soften Earth and Stone - The character is able to weaken (Affinity Level) Areas of solid, semi-solid, or soft earth or dense stone into a pliable, near-liquid state while consciously not compromising what may be contained inside or what the earth may be supporting (this can't be used to collapse a building from the foundations or collapse a subway tunnel, etc.). This allows the ground to be moved through like water or for temporary binding of objects or characters inside of the earth once it is rehardened.
  • Stone Shape - The character is able to bend and naturally "chisel" stonework or pieces of solid stone or earth into many different shapes at will. The quality of the work is depending on the roll achieved, and can take many forms which will have circumstantial effects.
III
  • Spike Stones - The character is able to create woeful traps of spikes that blend into the background and eject outwards when they're crossed. These traps are laid over (Affinity Level) Areas, and when tripped, deal affinity damage. To detect the traps, a character must defeat the caster's roll with a sensory or a search roll, and any dispelling attempts must breach the roll as well. To cross the affected Areas without tripping the traps is a movement check, DC 50 + (50 / Affinity Level (300 at Level 5)).
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Affinity Level * 2) Areas in dimension, and it has (Affinity Damage * 3) HP. It is considered "Earth" elemental in nature.
IV
  • Stoneskin - The character is able to shroud (Affinity Level) targets in impenetrable earthen armor for a period of time. This armor actually wholly absorbs (Affinity damage) HP damage -- physical or magical -- before crumbling away. Any damage that is "bleed over" after the armor has lost its effectiveness is carried over onto the user as normal. However, dodging with Stoneskin active is impossible; only Bracing, Blocking, or Magic Defense is available.
  • Earth Elemental Body - The character is able to encase its own body in layers of solid, nigh-impenetrable stone, increasing his/her density and presence significantly. This spell grants the character the Giant trait (+10 / Affinity Level), and in addition to the endurance bonus from that trait, +1000 Physical and +500 Magical Soak per Affinity Level (+5000 Physical & +2500 Magical at Level 5). This effect lasts for (Affinity Level) rounds before fading.
V
  • Earthquake - The character is able to use spiritual energy to cause an emulation of seismic movement that stretches out a great distance from the epicenter. This spell has the capacity to deal great damage to an environment if cast by a strong enough character. This spell deals Affinity damage and Chronic "Off Guard" status against every character/creature within (Affinity Level * 2) Areas.
  • Earth Elemental Swarm - The character is able to summon Earth elemental monsters out of the very ground. The combined Summon Levels cannot exceed 10 (1 Level 10, 2 Level 5s, 10 Level 1s, 2 Level 4s and 2 Level 1, etc.). These Summons will last for (Affinity Level) rounds.
Tony
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Elemental Affinity - Wind

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Post by Tony »

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Air - Wind / Lightning

Air is the elemental force of the air currents and to a limited extent air itself. Those with an affinity for Air may alternatively show it by displaying a control of electricity as opposed to wind currents.
  • Wind - The Wind domain deals with air currents and atmospheric movement, including weather patterns and such things as air density and other such phenomena.
  • Lightning - The Lightning domain deals with electricity, whether naturally or artificially occurring.
In times of duress a person with an Air affinity might find the breeze picking up about them, dust devils spawning in their vicinity (not a pleasant thing in an office of paper); alternatively, they might spark or cause minor electrical failures like a toaster dying in a bright blue flash.

Air Abilities
I
  • Alter Winds - The character is able to minorly shift and adjust existing wind currents within (Affinity Level) Areas. The wind can be increased or decreased, its direction can be subtly changed, and other similar adjustments, but it cannot be completely banished or created.
    OR
  • Electric Charge - The character is able to use his/her affinity to charge or overcharge electric equipment, ranging from car batteries to heavy machinery to computer banks. This will alternate using the Affinity roll or Affinity damage as necessary.
II
  • Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Affinity Level * 2) Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer "Knockdown" and "Knockback," +1 Severity/Affinity Level (Terminal & Terminal at Level 5).
  • Sheet Lightning - The character is able to create a blast of powerful static electricity that crosses (Affinity Level) Areas from the caster's point of origin outwards in one direction (forward x Areas, backwards x Areas, etc.). This spell deals (Affinity damage) and inflicts "Shock" +1 Severity/Affinity Level (Terminal at Level 5) for (Affinity Level) rounds.
III
  • Control Wind - The character is able to manipulate wind and air currents for better or worse. This can create wind in doldrums or calm lesser storms, and at high levels may even stop or defer raging cyclones or nightmarish winds. The character can manipulate winds within (Affinity Level * 2) Areas.
  • Deadeye's Arrow - The character is able to projet (Affinity Level) lances of powerful electricity to strike either one or multiple targets at a range, up to (Affinity Level) Areas away. These deal (Affinity damage) apiece and inflict "Melt" status, +1 Severity/Affinity Level (Terminal at Level 5).
IV
  • Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element Affinity damage, and any who are struck by it suffer from Acute "Fatigue" status for (Affinity Level) rounds.
  • Call Lightning - The character is able to summon a series of blistering thunderbolts from overhead, even in cloudless skies or indoors. Call Lightning summons (Affinity Level) bolts of lightning that can reach up to (Affinity Level) Areas away, but since lightning never strikes the same place twice, each bolt must have an independent target. In addition, each strike inflicts Acute "Off Guard" and Mild "Magnetize" status.
V
  • Whirlwind - The character is able to create a powerful vortex of winds in air, over ground, or water. This powerful wind system is (Affinity Level) Areas in diameter and can be guided on a path of (Affinity Level * 2) Areas at a rate of 1 Area per character action without concentration before dissipating. Any targets caught in the wide area of devastation of this spell must dodge or take (Affinity damage). Any non-Giant character must also pass a Reaction check, DC 100 + (50 * Affinity Level) (DC350 at Level 5) or be swept upwards into the cyclone, which will require intervention for the character to be removed before the cyclone dissipates. Each round a target is caught in the cyclone, it takes the caster's Affinity damage.
  • Chain Lightning - The character is able to send a blistering bolt of lightning forward towards a single target that, if it strikes, will immediately move onto another target. Each successful strike on one target lets the spell chain into another target, until there are no more targets or the attack fails. Each target rolls against the original attack spell. This spell has the ability to continue ad infinitum on a well-placed strike. This spell deals Affinity damage with each strike.
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Wind Abilities
I -
  • Alter Winds - The character is able to minorly shift and adjust existing wind currents within (Affinity Level) Areas. The wind can be increased or decreased, its direction can be subtly changed, and other similar adjustments, but it cannot be completely banished or created.
II -
  • Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Affinity Level * 2) Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer "Knockdown" and "Knockback," +1 Severity/Affinity Level (Terminal & Terminal at Level 5).
  • Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Affinity Level) targets. This wind buffers away ranged attacks (including gunfire) with a +10/Affinity Level bonus (+50 at Level 5) to Dodge checks, and any melee attacking target must pass a Reaction check, DC100 + (25 * Affinity Level) (DC225 at Level 5), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
III -
  • River of Wind - The character is able to create a narrow corridor of wind that courses through several Areas. The "river" is only 1 Area wide/deep, but "flows" up to (Affinity Level * 2) Areas in the direction its "current" is moving. Any targets or characters caught in the affected Areas must beat a Movement Check, DC100 + (50 * Affinity Level (DC350 at Level 5)) or be swept 1 Area in the current's direction with "Knockback" and "Knockdown" +1 Severity/Affinity Level (Terminal & Terminal at Level 5).
  • Control Wind - The character is able to manipulate wind and air currents for better or worse. This can create wind in doldrums or calm lesser storms, and at high levels may even stop or defer raging cyclones or nightmarish winds. The character can manipulate winds within (Affinity Level * 2) Areas.
IV -
  • Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element Affinity damage, and any who are struck by it suffer from Acute "Fatigue" status for (Affinity Level) rounds.
  • Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Affinity Level) hours and can be spread over vast distances due to the size of actual weather systems.
V -
  • Whirlwind - The character is able to create a powerful vortex of winds in air, over ground, or water. This powerful wind system is (Affinity Level) Areas in diameter and can be guided on a path of (Affinity Level * 2) Areas at a rate of 1 Area per character action without concentration before dissipating. Any targets caught in the wide area of devastation of this spell must dodge or take (Affinity damage). Any non-Giant character must also pass a Reaction check, DC 100 + (50 * Affinity Level) (DC350 at Level 5) or be swept upwards into the cyclone, which will require intervention for the character to be removed before the cyclone dissipates. Each round a target is caught in the cyclone, it takes the caster's Affinity damage.
  • Winds of Vengeance - The character is able to circle him/herself in a bubble of swirling, tempest-level winds that are focused enough to actually only influence the immediate area around them, keeping it tightly contained around the user nearly two-dimensionally. This makes the user incredibly difficult to reach, as well as dangerous to approach. This effect grants a bonus of +(20 * Affinity Level) (+100 at Level 5) to dodge against all ranged attacks (even vehicle or siege weapons), and anything that attempts to breach the wall must must defeat a DC175+ (50 * Affinity Level (DC300 at Level 5)) Reaction check before an attack roll in order to reach a shrouded target, or suffer caster's Affinity damage and Knockback +1 Severity/Affinity Level (Terminal at Level 5). If the attacker succeeds in the Reaction check, the Winds-user can dodge, block, or brace as necessary. The Winds of Vengeance last for (Affinity Level) rounds.
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Lightning Powers
I -
  • Electric Charge - The character is able to use his/her affinity to charge or overcharge electric equipment, ranging from car batteries to heavy machinery to computer banks. This will alternate using the Affinity roll or Affinity damage as necessary.
II -
  • Shocking Image - The character is able to create a series of mirror images around him/herself that guise the character's own movements. When the character is attacked by anything, the defender rolls a die to determine if he/she is targeted or if it is a mirror image of him/her. A caster can have up to (Affinity Level * 2) mirror images, and "1" will always be the caster him/herself. If it is a spell or a ranged attack, the image is simply destroyed; if it is a melee attack, though, striking the image prompts a Reaction check, DC50 + (25 * Affinity Level) (DC 175 at Level 5) to avoid being shocked for (Affinity damage). This effect lasts for (Affinity Level) rounds or until all the images are destroyed.
  • Sheet Lightning - The character is able to create a blast of powerful static electricity that crosses (Affinity Level) Areas from the caster's point of origin outwards in one direction (forward x Areas, backwards x Areas, etc.). This spell deals (Affinity damage) and inflicts "Shock" +1 Severity/Affinity Level (Terminal at Level 5) for (Affinity Level) rounds.
III -
  • Deadeye's Arrow - The character is able to projet (Affinity Level) lances of powerful electricity to strike either one or multiple targets at a range, up to (Affinity Level) Areas away. These deal (Affinity damage) apiece and inflict "Melt" status, +1 Severity/Affinity Level (Terminal at Level 5).
  • Electric Aura - The character is able to conduct an electric charge within and around their own bodies for a short period of time. This makes the character's melee/martial arts damage Air (Lightning)-elemental, and any attacker who successfully strikes the character with a melee/martial arts attack is dealt the character's (Affinity Damage) and Moderate "Knockback" status.
IV -
  • Cole's Battery - The character is able to absorb some electric energy wholesale to recharge him/herself. This does not apply to attacks or magic. The character can drain energy from a single electric source to restore (Affinity Damage) HP to him/herself before the electricity source is spent. This will drain one light pole, one large engine, etc., instead of an entire network or grid.
  • Call Lightning - The character is able to summon a series of blistering thunderbolts from overhead, even in cloudless skies or indoors. Call Lightning summons (Affinity Level) bolts of lightning that can reach up to (Affinity Level) Areas away, but since lightning never strikes the same place twice, each bolt must have an independent target. In addition, each strike inflicts Acute "Off Guard" and Mild "Magnetize" status.
V -
  • Ride the Lightning - The character may briefly charge him/herself with electricity as a standard action and instantly travel in a straight line to a distance of up to (Affinity Level * 2) Areas. Targets between this straight line must make a Reaction Check, DC50 + (50 * Affinity Level) (DC 300 at Level 5), or take Affinity damage. If the path is interrupted by a barrier or otherwise deflected, the character stops safely short of the final destination.
  • Chain Lightning - The character is able to send a blistering bolt of lightning forward towards a single target that, if it strikes, will immediately move onto another target. Each successful strike on one target lets the spell chain into another target, until there are no more targets or the attack fails. Each target rolls against the original attack spell. This spell has the ability to continue ad infinitum on a well-placed strike. This spell deals Affinity damage with each strike.
Tony
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Elemental Affinity - Shadow

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Shadow

"Shadow" as an element has both a metaphorical and a literal sense to it, as its power lies both in shadowy deception/illusion and as the absence of light/Light. Shadow is not to be confused with anything regarding "chaos" despite its twisting nature, but it is an extremely deceptive and warping element.

The element of Shadow is useful in creating illusions -- even tangible, "real" ones -- and can be used both to unnerve and physically harm others. Sometimes it's all in your head... sometimes it isn't.

A character under great duress will notice physical shadows around him/her beginning to twist and warp themselves, taking on a myriad of shapes and growing deeper, larger, or smaller at random. These won't take on tangible form unless willed to, but can typically unnerve any witnesses.

Shadow Abilities
I - Access to the Shadowmancy magic skill
  • Darkness - The character is able to shade (Affinity Level) Areas in thick clouds of spiritual energy. Any targets inside these Areas suffer +1 Severity/Affinity Level "Blind" status (Terminal at Level 5). The clouds last for (Affinity Level * 2) rounds.
II -
  • Obscure Object - The character is able to create an illusion and shroud (Affinity Level) objects (more or less depending on size) in shadow to prevent them from being viewed, either visually, technologically, or magically. Visually, imbues an object with +1 Severity/Affinity Level "Illusion" status (no alternates), is immune to technological sighting (such as thermal/night vision), and is immune to scrying. This effect is permanent until dispelled, and is vulnerable to perception skills and illusion-destroying spells.
  • Deeper Darkness - The character is able to imbue a single object with shadowy energy, which inflicts (Affinity Level) Areas around it with +1 Severity/Affinity Level "Blind" status (Terminal at Level 5). This effect is permanent until dispelled.
III -
  • Shadow Conjuration - The character is able to "summon" a shadowy conjuration of a myriad of different creatures, with only a fraction of real strength unless the illusions are believed to be real. The caster can create up to (Affinity Level * 2) levels of illusory lesser summon monsters (if Level 5: 1 level 10, 2 Level 5s, 3 Level 3s and 1 Level 1, etc.) that are at their beck and call. All targets in the surrounding areas must make a Magic Defense check vs. the caster's "summon" roll to determine if they are real or not; if a target succeeds, the monster's attacks are all at Affinity Level 1 damage, but if the target fails, the monster's attacks are all at full Affinity damage.
  • Eyes of Darkness - The character is able to negate low-light penalties, as well as the "Blind" status effect by -1 Severity/Affinity Level (negates Terminal and under at Level 5). Some forms of Blind may not be subject to this depending on circumstance.
IV -
  • Shadow Walk - The character is able to move rapidly point-to-point within (Affinity Level) Areas through naturally occurring shadows as if teleporting. The destination must be line-of-sight from the beginning point. Each individual movement spends requisite MP.
  • Power Word: Blind - The character is able to place a hex on a single creature that lasts until it is dispelled. Whenever the caster -- up to a distance of (Affinity Level * 2) Areas -- utters the "power word" assigned to the hex, the subject is immediately subjected to "Blind" at +1 Severity/Affinity Level (Terminal at Level 5) that lasts until the effect is dismissed. The actual blindness can be cured as a normal magical effect, but the actual hex must be removed as if it is a curse.
V -
  • Night Hunter - The character is able to shroud him/herself and up to (Affinity Level * 2) allies in naturally occurring shadows, giving them each +1 Severity/Affinity Level "Illusion" (no alternates) status effect (Terminal at Level 5) for (Affinity Level) rounds per cast.
  • Insane Focus - The character is able to imbue his/her control and vision through shadows to (Affinity Level * 2) characters, giving them immunity to shadow/light-based illusions at +1 Severity/Affinity Level (Terminal at Level 5), whether physical, magical, psionic, or otherwise. This effect lasts for (Affinity Level) rounds or actions.
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Elemental Affinity - Light

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Light

"Light" as an element is a curious one, with both a metaphorical and a literal sense to it. "The Light" can refer to that of truth, of justice, or any number of other honorable traits, while "light" refers to particle waves of tiny photons that can become solid like dense particles or remain as electromagnetic waves. This dual nature of light makes it a versatile and unique element.

In either case, Light is opposite Shadow (not Darkness). Light can devastate shadow-based illusions (and vice versa) and can pierce through the veil of Shadow-based weirding and trickery. Due to its use against trickery, mischief, and illusions, those blessed with Light are usually sought out and trained to be upholders of law and order, as they are able to discern lies, misguidance, or untruths better than any other.

A character with Light affinity under duress will notice light sources (candles, electric lights, even environmental lighting) flickering around him/her or behaving erratically, such as growing brighter then dimmer in unusual patterns.

Light Abilities
I
  • Access to the "Inquisitor" Magic School
  • Stern Gaze - The character is able to add his/her Affinity bonus to any "Bluff" check to discern lies, or while negotiating or talking to other characters to discern motivations or other similar tasks. Each time this bonus is used, spends level-requisite MP (if Level 4 bonus is used, spend Level 4 MP.)
II
  • Searing Light - The character is able to create a searing blast of photon energy from his/her hands to strike up to (Affinity Level) Areas away in any direction. This attack has the ability to outright destroy illusions of nearly any kind if the roll defeats the caster's original roll. This deals Light elemental Affinity damage to targets struck with it.
  • Daylight - The character is able to imbue an object with Light energy that will emanate from it with a diameter of (Affinity Level) Areas. At higher levels, the innermost Area has the ability to inflict +1 Severity "Blind" status to any targets inside of it when activated, who must pass a Reaction Check, DC50 + (50 * Affinity Level) (DC300 at Level 5) to avoid its effects. Outwards from that, the light can defeat Shadow-based shrouding spells (such as "Darkness" or "Deeper Darkness") or similar magical effects within the Areas it affects.
III
  • Sunbeam - The character is able to spread out several beams of photon lasers to strike (Affinity Level) targets, which deal Light elemental damage and have the ability to outright dismiss Shadow-element summoned monsters or illusions if the roll defeats the caster's magic defense. This spell, unlike "Searing Light," only has a 1 Area range.
  • True Path - The character is able to grant his/her Affinity bonus to another character to perform an action involving Diplomacy, Intimidation, Bluffing, Gathering Information, Searching, Concentrating, or Decrypting Codes/Languages. Each time this bonus is used spends level-requisite MP, and can only be used on one action of the sort per diem (once for searching, once for concentrating allowed; two for searching, illegal).
IV
  • Sunburst - The character is able to create a brilliant burst of white light as far away as (Affinity Level) Areas. which will spiral outwards and strike up to (Affinity Level) targets in that area, dealing Light-based Affinity damage and inflicting "Blind" status, +1 Severity/Affinity Level, for (Affinity Level) rounds.
  • Circle of Clarity - The character is able to place an area enchantment on his/herself or a single target that will emanate within a wide area to dispel illusions, reveal the hiding, and enhance the sight of those within. This spell is cast on a single target, and within (caster's Affinity Level) Areas of that target, allies' Spot/Search check results are immediately doubled before any other modifications. This works against other creatures' Move Slowly/Hide/Sneak Attacks, against Illusions, and against Invisibility effects. This spell lasts for (Affinity Level) rounds per cast.
V
  • Prismatic Sphere - The Prismatic Sphere solidifies light into opacity, allowing it to be formed into a protective, transparent barrier through which very little can pass. The sphere establishes a DC to break with the caster's roll, then any attack or effect -- magical, psionic, physical, ranged, melee, movement, etc. -- that fails to breach that DC fails to breach the hard light. This sphere can be only 1 Area wide, and will last for (Affinity Level) rounds each cast. Any target within the Area is under the effect. This effect can also be made mobile, allowing for creative movement styles.
  • Grasp of Honesty - The character is able to take ahold of a single target and create a small "zone of truth" around him/her for as long as the caster maintains his/her hold. When a character attempts to tell a lie (even a lie by omission) inside of this effect, they must roll their magic defense vs. the original roll made by the caster. This spell only uses MP when contact is broken and must be remade. A bound character can be questioned ad infinitum.
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Elemental Affinity - Force

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Force

The Force is the manipulation of energies found within all matter. Through sensing, altering, and ultimately controlling these energies, people adept in the element can better understand their universe, those around them, or mentally influence their surroundings.

After taking this Elemental Affinity, a person is considered to be Force Adept, and may be considered for prestigious studies as a Jedi Knight or the awesome powers of a Sith Lord. Although neither title is a requisite for this affinity, those strong with the force are dependent on some form of training and meditation provided by others to gain further powers. That being said, the following abilities are considered to be "training neutral," in that they can be used by a character without any formalized training; it simply "happens".

All areas are naturally neutral in this element, which makes the ability to sense Force users or disturbances very simple. In theory, an area is strong or weak in this element depending on what exists in the area: Force users would make an area strong, while Null Space Energy would be weaken the Force in a given area.

As the Force revolves around the manipulation of an energy against its natural motion, users of this element are diametrically opposed to Elemental Affinity: Time, which imposes natural motion.

Force Abilities
I
  • Access to the "Force Sensitivity" school of magic.
  • Life Sense - The character is able to determine the nature, makeup, and disposition of many forms of life within (Affinity Level * 2) Areas. This allows him/her to sense potential dangers, wild creatures/monsters, elementally-aligned creatures, and other varied information depending on the result roll.
II
  • Force Sense - The character is able to directly sense changes in the nature of the Force around him/her. This involves effects on life or matter around him/her, a shift in the balance of elements (holy/dark, light/shadow, force/time, etc.), and other effects that send "ripples" through the Living Force.
  • Force Empathy - The character is able to better understand and even feel the emotions and formless thoughts of another. This helps with diagnosing problems or grievances, assists in diplomacy or intimidation, and other such character interactions. Each use of Force Empathy in such a way spends level-requisite MP, but passive emotional resonance is common.
III
  • Force Telepathy - The character is able to telepathically speak to any number of creatures within (Affinity Level) Areas passively, but that range can be expanded at expense of MP -- the higher the distance, the greater the MP spent to do so, to be determined at time of action.
  • Farsight - The character is able to sense things occurring great distances away from him/her that have a profound effect on the Living Force. This includes changes in balance throughout the universe, a great effect on life, or something as specific as danger to a loved one or a close friend. These passive effects do not cost MP unless specified to.
IV
  • Psychometry - The character is able to use the Force to touch an object and receive "impressions" from it, which allows him/her to determine many unusual facts about it, such as its previous user, the events surrounding its use, and other similar knowledges based on the roll to perform the psychometry. Each use spends level-requisite MP.
  • Precognition - The character has somewhat better control of precognitive abilities, allowing him/her to attempt to glimpse into possible futures of decisions or actions. The result is extremely dependent on the roll made. This can only be used once per diem.
V
  • Shatterpoint - The character is able to sense the weaknesses in targets' armor, bodies, defenses, and movements. The character may expend level-requisite MP to grant Mild "Sharpen" effect to all actions for (Affinity Level) rounds.
  • Force Vision - The character is subject to powerful visions of the Living Force, which can be helpful or harmful. These visions are entirely hallucinogenic in nature, but generally have an extremely potent effect on the subject.
Tony
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Elemental Affinity - Time

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Time

Time represents the motion of the universe and its progression, as opposed to a physical element in the given universe. Users of the this element gain the ability to delve into the motion of time early on by adjusting the speed at which an object or person moves through the universe.

As one becomes more attuned with time, it becomes possible to affect a larger area, eventually making it possible to freeze time for the purposes of moving (the intense concentration required for this effect makes other actions impossible).

The ultimate goal of this affinity is the control over natural motion to the point of being able to reverse motion in very remote instances (as time progresses, the amount of things changed by a given action, no matter how small, becomes infinite).

All areas are naturally neutral in temporal motion, however some areas such as intense gravity wells, black holes, and null space may have a different flow, or no temporal flow compared to the natural universe.

This element encourages natural motions of the universe, and is diametrically opposed to the Force element, which disrupts natural motion.

Time Abilities
I
  • Temporal Sensitivity - The character is able to sense and almost feel disturbances in temporal fabric or actual temporal anomalies, such as phase influences, intense gravity distortions, or other similar effects that cause changes to the time vortex.
II
  • Local Time Modulation - The character is able to manipulate local time to a certain extent. This allows the character to cram multiple out-of-combat actions into a single space; for level-requisite MP, the character may make up to (Affinity Level) attempts on once-per-diem out of combat rolls, such as gather information checks and artisan checks. However, when this effect is used, (Affinity Level) days must go by before this can be used again, to prevent distortion to the temporal vortex.
  • Hasten / Delay Effect - The character is able to either speed up or slow down the passage of a Status Effect. When used on a Positive Status Effect, this reduces the duration of it by (Affinity Levels). When used on a Negative Status Effect, this increases the duration of it by (Affinity Levels). This can only be used on one Status Effect per cast.
III
  • Synergist - The character is able to boost the effect of a single positive status effect by 1 Severity. This can be used multiple times to raise an effect level, but costs requisite MP each time it is used.
  • Saboteur - The character is able to boost the effect of a single negative status effect by 1 Severity. This can be used multiple times to raise an effect level, but costs requisite MP each time it is used.
IV
  • Null Sense - The character is able to sense shifts in temporally-outlier null space energy, which can have devastating effects on the material and temporal planes. This sense can extend greatly into the Time Vortex, and Null Space movements between dimensions can sometimes affect temporally sensitive characters in various ways.
  • Reverse - The character is able to rapidly shift the temporal fabric around a single event. This supernatural power gives the character the ability to swap the roll of an ally vs. a check of some kind (another character, an obstacle, etc.) if an unsatisfactory result is achieved. However, this cannot be used on Luck Pointed rolls, Divine Relationships, or other such rolls. This ability can only be used once per diem.
V
  • Time Step - The character is able to pause local time entirely to allow him/herself to travel up to (Affinity Level) Areas in line-of-sight before the freeze is released. The effect is a teleportation-like change in position, but the concentration required to do so limits the character to Movement actions only.
  • Sands of Time - The character is able to discern pieces of temporal anomaly piece by piece, past, present, or future. However, these visions are not as accurate as true precognition or future sensing, and have the tendency to completely lose some unfortunate character's sense of reality and "the presence." This kind of prescience is troubling and usually a curse more than a boon.
Tony
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Elemental Affinity - Darkness

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Darkness

The "Darkness" element is the supernatural embodiment of Destruction. It comes by many, many names, including "The Void," "The Abyss," and other similar titles. Darkness itself is generally impossible to make tangible; instead, it is a formless facet of the universe that is generated by the undoing or destruction of existing things, whether it is artificial, natural, living, or inanimate matter. Destruction is, however, not simply a phase change; burning a log does not grow Darkness, but the complete removal of something from its natural place in existence does. Death creates Darkness, and the raising of the dead back to life creates Darkness.

There are, however, "realms" of Darkness that exist in the universe. These wells of Dark energy are sought after by power-hungry races or beings to be used for their own gains, due to its simple, direct power to negate all things. These realms of Darkness have been known to form gruesome minions of the destructive force, namely the antithetical beings known as Heartless. In Darkness-influenced Areas, the dead may walk, the walking may die, and eventually Heartless will reduce it all into the Void.

The balance of Creation and Destruction -- or Holy and Darkness -- is extremely important to the livelihood of the entire universe. One necessitates the other in harmony, and as a result Darkness -- nor all of its users or minions -- need not be considered inherently "evil"... just disruptive. Characters heavily vested in Darkness, when under duress or pain, will gradually lower the temperature supernaturally around him/herself, and natural creatures will feel a need to shy away from him/her due to this otherworldly aura.

Dark Abilities
I
  • Access to the "Necromancy" school of magic.
  • Sense Balance - The character is able to sense and locate nearby disruptions of the balance between all of the elements, whether it's Fire/Water, Shadow/Light, or Holy/Darkness. The stronger or larger the disturbance, the easier the character will be able to recognize it. This is a passive ability and does not cost MP unless the disturbance is great enough to drain the character by sensing it.
II
  • Malevolence - The character is able to grapple with/lay hands on a single target and increase the severity of negative status effects placed on it by +1 Severity per round the caster is able to maintain his hold in a Strength vs. Strength grapple. "Contagious" status effects are not spread to the caster when this is used, and if a status has a limited duration, it will not be lost as long as the caster maintains contact.
  • Aura of Doom - The character is able to exude a great deal of spiritual energy or pressure, using it to intimidate all creatures within a wide area. The character rolls his/her Affinity roll vs. all targets in (Affinity Level) Areas, and whoever fails succumbs to Acute "Stop" status for (Affinity Level * 2) rounds.
III
  • Reaper Chop - Once per diem, the character is able to instill the "Countdown" status on a single target. This effect reduces a target to -1 HP in 1d5+5 rounds. This effect will not work on all targets.
  • Coercion - The character naturally exudes an ethereal presence about him/her that makes other beings naturally wary of displeasing this character. The character is able to add his/her Affinity bonus to his/her Intimidate and Gather Information (face-to-face) rolls. Each time this bonus is used, expends level-requisite MP.
IV
  • Shades of Black - The character is able to place a Dark seal on a single target that exponentially increases his/her destructive abilities for a short time. This effect boosts non-elemental destructive attacks/abilities to 200%, adds 1 target to all non-elemental destructive attacks/abilities, and adds +1 Severity to negative status effects for (Affinity Level) rounds.
  • Strife - The character is able to cloud the judgement of targets' minds with the need to destroy. This spell inflicts Chronic "Confuse" status on all targets within up to (Affinity Level) Areas for (Affinity Level) rounds.
V
  • Anti-Life Shell - The character is able to form a powerful negating barrier of spiritual energy that bars all living creatures from entering it. This spell creates a buffering spiritual barrier around (Affinity Level) Areas, which prevents any organism considered "living" from passing through it. When a living creature attempts to pass inside of it, they must roll their movement roll against the caster's Affinity roll; if they fail, they are buffered away and receive the caster's spiritual damage. If they succeed, they are able to enter, but suffer the caster's Affinity damage for each round that they are inside, including after KO to rid the life from them. This spell lasts until dispelled.
  • Overwhelming Presence - The character exudes a powerful, intimidating spiritual pressure, causing all targets within (Affinity Level) Areas to either pass a Magic Defense check or be magically forced to bow and submit themselves to the caster as if he/she were divine or had similar power over the characters. This effect lasts until the caster's concentration is broken.
Tony
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