Elemental Soul (Air, Bolt, Earth, Fire, or Ice)
You are deeply infused with the power of a natural element. Who among
your forebears first received this magical spark? What troubles has it
caused you?
Mechanics:
-
Choose your elemental damage type:
air, bolt, earth, fire, or ice.
-
You gain Resistance to the chosen damage type;
additionally, whenever you deal damage, you may change its type so
that it matches your elemental damage type.
-
However, you also gain Vulnerability to a different
damage type chosen among those five.
You also gain the ability to perform Rituals of the
Elementalism discipline, but only if
those Rituals manipulate your chosen element (respectively air,
electricity, earth/rock, fire, and ice/water).
Flight
You belong to a unique heritage of humanoids who have the ability to fly
or levitate. How does this work? Is it magical, or do you have wings?
How did this particular advantage shape the history and society of your
people? How do people usually react when they see you?
Benefits:
-
You are able to fly. In addition to the obvious advantage in mobility,
your melee attacks can target flying creatures and you cannot be
targeted by melee attacks unless the attacker is flying or is somehow
able to reach flying targets.
Limitations:
-
While in Crisis or unable to fly freely (such as when you’re inside a
vehicle designed for human-sized creatures or in a narrow corridor),
you lose all benefits granted by this Quirk.
-
Additionally, when you suffer air,
bolt or
ice damage during a conflict scene,
you lose the benefits of this Quirk until the start of your next turn.