## 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.

> “No blame in being afraid sometimes.
> That's why we stick together: so that our friends can be brave for us, when it happens.”