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(TFT) augmented elementals (thanks rick and dan)
OK, I've refined the ideas a bit - Rick what a cool idea (and dan's
modification)! Energy also is
good due to its aid spell, but I'm wondering whether those two have too much
over the other two......................Also, still stuck on a name for
storm elementals
Fluid Elementals (Asrai)
ST:variable MA: 10/16
DX:12 Armour:0
IQ:9
Fluid Elementals, or Asrai, are augmented water elementals. They closely
resemble their unaugmented kin and have the same abilities and
vulnerabilities, however, most often remain in liquid form as this is the
only form thye can use their additional powers. An asrai is able to spray a
magic rainstorm over an area near it, or is able to separate the H+ and OH-
ions and fire acid or alkaline jets (each 1-1 damage per 1 ST the nereid
puts in them, treat as missile weapons for range). They can also heal as a
master physicker with their mastery over fluids.
Energy Elementals (Lamp-Efts)
ST:variable MA: 10
DX:13 Armour:0
IQ:9
Energy Elementals, or Lamp-Efts, are augmented fire elementals. They resmble
luminous salamander-like creatures, generally a glowing blue-white in
colour. They are not fickle and destructive like their unaugmented kin;
their energy has been purified and harmonized. A lamp-eft's greatest power
is its ability to cast Aid, generally for its creator's benefit. Unlike a
fire elemental, it cannot cast fireball or fire spells. It can fight for 1
die damage (1+2 in HTH). It is immune to fire or lightning attacks (both can
actually heal them for 1 ST per die damage intended). Water and cold attacks
do double damage, and a magic rainstorm does 4 dice damage. Lamp-Efts are
immune to normal weapons and take half damage from enchanted weapons.
Like fire elementals, it takes a very large, hot fire or volcano to
rejuvenate them.
Seismic Elementals (Earthshakers)
ST: variable MA:8
DX:11 Armour:3, 4 or 5 point rock
IQ:9
A seismic elemental, or earthshaker, is an augmented earth elemental. Like
their kin, they come in three varieties, regular, stony and metallic, and
are indistinguishable form them until they exhibit their powers.
Stomp foot: The elemental can move 0 or 1 hexes and stomps its foot taking
a full action. The ground bucks like a trampoline within a radius of 1 hex
per 10 ST of the earthshaker, from the spot that it chooses. (Must be within
100 meters of earthshaker.) Figures within
that region must make a 4/DX roll or fall but all earth elementals are
immune. The earthquake lasts 3 turns.
Crush rock: The elemental crushes a rock in its fist blasting a hail of
tiny rock slivers
in 60 degree arc before it. This takes an action. All figures in this area
must make
a 3/DX roll or are blinded by rock slivers. This blinding will become
permanent unless a physicker removes the fragments. (Takes 40 minutes per
figure.)
Figures with magic that makes them immune to missiles can ignore this attack
as can people with a Stone Flesh or better.
Dancing Rocks: By making magical gestures a seismic elemental can make the
loose rocks and gravel under a mega-megahex dance and shift.
This is treated as rough ground except if you move or change facing you are
at -4 DX
and if you stand still you get a -1 DX. Any movement greater than 2 hexes
requires a 3/AdjDX roll or you fall. All earth elementals are immune.
Storm Elementals
ST: variable MA:20
DX:12 Armour:0
IQ:9
Storm Elementals are augmented air elementals. They resemble vaguely
man-shaped mobile thunder clouds with crackling electricity. They have all
the abilities and vulnerabilities of a normal sylph but can also cast
lightning and maintain a shock shield of both normal and double strength
(wizards have been researching for years how to duplicate this ability).
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