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Earth, Wind, & Fire

Earth, Wind, & Fire appears as a chestplate when deactivated, this armor features 4 distinctly
colored portions, one for each element, and a golden carving of an arrow across the front, with
the tip of the arrow pointed at the user’s head. Upon activation, this arrow glows with the
element chosen, or shows two elements if a mixture is used. Upon activation EWF forms a full
suit of armor, which covers the user and protects it. This armor also is colored with the 4 panel
design the clesplate has, and grows 2 new arms upon activation, just below the user’s true
arms. Each arm is colored to represent an element. If one element is selected, that element
decorates the user’s dominant hand. If two elements are selected, then each element decorates
an arm, and the ability is used with both hands.

Ability: Master of the elements


Earth, Wind, & Fire is capable of shaping raw elemental energy into various forms, with a
separate ability for each element. One element is chosen upon activation and a new element (or
combination of elements) can be chosen as an action to combine with or replace the chosen
element.

Fire (Dome of fire):


The air nearby is set ablaze in a R ft radius dome centered on the stand, dealing a hit to any
hostile inside the dome. This projection also burns projectiles, giving a -X penalty to
ranged hits. Anyone chosen by the user can enter this dome without harm. The user can also
form the dome around their body to burn whatever they touch.

R = Rolling Range for how well you can control the Dome Of Fire.

X = Rolling Precision for how well you can control Fire. Every 2 Successes = +1 Penalty.

Water (Shield of the blue):


The water in the area nearby gets shaped and solidifies into a personal shield, gaining +X to
block. This shield can be shaped however the user likes

X = Rolling Precision for how well you can control Water. Every Success = +1 Bonus.

Earth (Fists of stone):


You can channel earth from your hand to breach enemy defenses, gaining +X to hit as your arms
are covered in heavy stone gauntlets.

X = Rolling Precision for how well you can control Earth. Every 2 Successes = +1 Bonus.

Air (Wings of the pegasus):


The stand projects a pair of wings made from clouds behind the user allowing it to fly at a speed
equal to X feet per turn
X = Rolling Precision for how well you can control air. Every 2 successes = 5ft.

On top of controlling the 4 base elements of Earth, Fire, Water, and Air EWF can also combine
two elements into a new subelement.

these elements and their effects are as follows:

Fire & Water: Steam (Pillar of pain)


Earth, Wind, & Fire makes a cloud of steam R feet in diameter at a point the user can see. This
cloud rises up forming a pillar that is H feet tall before losing the heat required for lethality.
Anything inside the pillar of steam is dealt a hit, and a current forms blowing up loose articles
such as papers, loose flaps on clothing or bags, or leaves. As an action a new pillar can be
formed, which deactivates the old one.

R = rolling range, every 2 successes adds 5 feet to the diameter, with a minimum of 5 feet,
H = rolling range, every success is 5 feet the pillar grows.

Earth & Air: Lightning (Wrath of zeus)


The stand creates arcs of lightning from its hands, which allow the user to mold electricity to its
will. The user can use an action to shoot lightning in a line up to R feet long, which pierces
enemies it goes through, this lightning can also act as a power source, but requires the user’s
concentration to do so, and the power is gone unless stored in a battery after concentration is
broken.

R = rolling range, each success adds 5 feet.

Air & Fire: Ash (Blast from the ash)


The ashes from flames burning on EWF’s fire arm as well as anything nearby are gravitated
toward the earth arm, solidifying into a ball of ash. This ball of ash can be thrown at someone,
paralyzing them for X rounds. This is done by dealing a hit to the target.

X = rolling precision for the duration of paralysis. Every success adds half a minute to the
paralysis.

Fire & Earth: Lava (Portal to hell)


The user chooses a point it can see. At that point, the floor caves inward revealing a pool of lava
up to an X foot radius. Any object above the hole falls into the lava, taking a hit if they fail to
escape it. As an action the user can close up the hole and designate a point for a new hole of
lava.

X = rolling precision, every 2 successes adds 1 foot to the radius.


Earth & Water: Mud (Mudslide)
The user slams the ground with both the water arm and earth arm, sending out a shockwave of
mud which turns into a mudslide. Every creature in the landslide must make a competing poise
roll against the stand’s power in order to stand their ground in the rushing mud. If you fail this
check then you are pushed back to the edge of the mudslide, which is R feet from the user.
R = rolling range for how for the mudslide goes. Every success adds 5 feet.

Water & Air: Frost (Cryomancy)


EWF creates a large block of ice, which can be up to V cubic feet in volume, and can take 1 hit
per foot of depth at its thinnest point. This block can support the weight of whatever the user
wants, and melts 1 hour after the user creates it, even if a new element is selected. The user can
create X blocks at a time, and can use their action to repair an existing block of ice for 1 hit
without creating a new one. The block of ice uses the stats for the stand when attacked, and for
the purpose of mechanics will always block when taking a hit.
V = rolling range, every success is 10 cubic feet
X = rolling precision, every success is a new block to add to the maximum.

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