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Take the spark and the flame

This directive channels the pure currents of the Acheron and allows the friction, charge, and crystallization of particles creating the flame the spark, and the blizzard.

Directive

CLAUSES

Any Clause activates Temporary Specialty: Elements Mastery

fuego

Inferno Clause

With power, will, passion roll. Make the particles of an object you touch to friction and set the item on fire.

 

Applies Condition: Burned

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Will:1

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Difficulty Level: Normal

Fireball Regulation

Grants #Thrower.

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Let you create a ball from air particles that hover over your hand and can be thrown to enemies in the area.

Works like a Ranged attack.

Applies Burned. 

It destroys one enemy garment.

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+ 1 Dif. Level

Explosion Regulation

Any target hit by your fire will explode in a turn provoking half the damage he received and

Condition: Burned to other characters in a Close Range.

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+1 Will

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Courtain Regulation

Creates a non-very visible static barrier of hot air that makes damage= to the difference of the roll to those who cross it.

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Shape Regulation

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You can manipulate any flames into shapes and controlling them remotely according to the form taken. It disappears when hit something.

Can't be avoided.

 

Eg: a firebird.

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+1 Will

+1 Dif Level

Image by Gustavo Efeitocolapso

Tempest 
Clause

With a power, will or passion roll you can charge the particles of an electrical machine you touch and charge or overcharge it.

 

Applies Condition: Shocked

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Will:1

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Difficulty Level: Normal

Ray Regulation

Grants #ChickenFrier

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Let you increment your own neuroelectric and channels it to an enemy in the area.

Works like a Ranged attack.

Applies Shocked.

Can't be avoided.

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+ 1 Dif. Level

Chain
Regulation

Any target hit by your electricity will release another charge that'll hit another enemy in medium-range. Each additional target will suffer the same damage and Shocked Condition.

Repeat this process as many times as Will you spend.

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+1 Will for each jump of the chain.

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Vortex Regulation

Creates a tempest vortex around you for a Round. Each enemy must throw a 1d10 dice before his turn and if they get an odd number they'll receive an electric charge and suffer damage equal to the difference of the roll and Shocked Condition.

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+1Will

+1 Dif . Level

Magnetic Regulation

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Any target you just electrocuted will be magnetized for a Round.

You decide if it greatly attracts or repels metals and those who wear it.

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+1 Will

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Image by Fouad Ghazizadeh

Hail
Clause

With a power, will or passion roll, you can make the particles of an object you touch crystlallize and freeze, being paralyze and more fragile.

 

Applies Condition: Frozen

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Will:1

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Difficulty Level: Normal

Stalactite Regulation

Grants #SharpShooter.

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Let you create an ice projectile from air humidity and throw it against an enemy at a very long range

It doesn't apply to Frozen.

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Ranged Attacked +2 damage bonus.

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+ 1 Dif. Level

Freeze
Regulation

Any target just frozen or attacked with ice by your hand will release a cold wave that'll apply the Condition: Frozen to all enemies on a Medium-Range from him.

They'll have fewer actions and be more fragile (critics)

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+1 Dif. Level

+1 Will

Winter
Regulation

Create a wave of cold wherever you create or hit with your ice that traps the feet of any close-range enemies. They won't move at all on their next turn and any other enemies that pass by that area will slip and take 1d10 damage.

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+1 Will

Wall 
Regulation

Creates a frozen barrier whenever you generate or hit with your ice that'll have 1 meter of thickness, the height you want, and the width=difference of the roll.

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It'll last until you create another barrier and can only be destroyed with fire.

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