The Elemental



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The Elemental embodies a specific element and is in a constant struggle between their mortal and primordial natures. Often relating better to your element than humanity, you occasionally find yourself on the wrong end of a social interaction. Pick an element to control like Air, Earth, Fire, Water, or something else. You cannot be injured by an element you've mastered and can manipulate it in basic ways.

Playbook Moves
The Elemental receives 3 Playbook Moves.

Avatar of Destruction
You can wreathe yourself in your element but the collateral damage is a constant danger as everything within arm's reach is continuously pummeled. Deal 2 Harm to anything and anyone near you while you maintain the effect. Take 2 Harm to start the effect, and 2 more Harm to end it, ignoring armor in both cases.

Cataclysm
Roll 2d6 + Wyrd to pull the world down around your ears. A column of fire, an earthquake, violent bursting pipes- you wreak havoc on everything within 10 meters of you. Collateral damage is guaranteed and you will pay a cost.


 * On a 10+ everyone in range takes 6 Harm. You take 2 Harm, ignoring armor.
 * On a 7-9 everyone in range takes 4 Harm. You take 2 Harm, ignoring armor.
 * On a 6- everyone in range takes 2 Harm You take 2 Harm, ignoring armor. Ask the Herald how the effect goes out of control.
 * GIFTED: If you have an Epic Shield gift, you take 1 less Harm.

Fire Talk With Me
You can PIERCE THE VEIL with Fate's Favor if the subject has been in direct contact with your element. The information will be relative, however. A gust of wind can't tell you their phone number, but it might remember what they smoked, or part of a conversation.

Good With Animals
People might confound you, but animals are nice. You can converse with animals native to your element. They're likely to do as you ask, but roll 2d6 + Mettle instead of Awe if you need to SWAY SOMEONE native to your element.

I, of the Storm
When using your element to intimidate take +1 to SWAY SOMEONE, but you're not likely to be friends afterward.

Rub Some Dirt On It
Roll 2d6 + Mettle to bind up wounds. Cauterize it, wash it, seal it with dirt- whatever works for you, then tell them to walk it off.


 * On a 10+ two people each heal 2 Harm.
 * On a 7-9 two people each heal 1 Harm.
 * GIFTED: If you have the Produce Element gift, you can heal all nearby Weave members.

Rush In
Roll 2d6 + Mettle to charge your enemy, crossing the battlefield in the blink of an eye.


 * On a 10+ your enemy is stunned, letting the next person to SMITE YOUR ENEMIES against them roll with Fate's Favor.
 * On a 7-9 you and your enemy are stunned from the impact. Give a +1 to the next person to SMITE YOUR ENEMIES against them, but it can't be you.
 * On a 6- you're off target and find yourself in a tight spot.
 * GIFTED: If you have the Divine Speed gift, you can inflict 2 Harm on a hit.

Safe Passage
You can travel safely through your element. You can go any distance as long as your element is uninterrupted. If it's just you, you don't need to roll. Roll 2d6 + Mettle to bring your friends.


 * On a 10+ you get everyone there, no problem.
 * On a 7-9 everyone but you takes 1 Harm, but you all get there.
 * On a 6- you arrive stunned for a moment, and all of you take 2 Harm, ignoring armor.
 * GIFTED: If you have an Epic Steed gift, you roll with Fate's Favor.
 * SPINDLE: If you leave from The Spindle, it is always considered to be connected to a nearby source of your element.

Swipe Left
Roll 2d6 + Prowess to fling a small group of enemies out of your way. Collateral damage isn't just a philosophy, it's a way of life!


 * On a 10+ deal 2 Harm to everyone in the group, knocking them prone.
 * On a 7-9 you knock them prone but they're unharmed.
 * GIFTED: If you have an Epic Weapon gift, you may choose one option from SMITE YOUR ENEMIES.