Master Shuida is an
example Elementalist.
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Elementalists are practitioners of an ancient and dynamic form of magic refered
to hereout as Elementalism, though different cultures have different terms and conceptualizations
of it. Elementalists specialize in the summoning and controlling of Elementals,
often command dangerous servants composed of pure primal forces, and sometimes have
strange Elemental Powers.
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In the modern era of the Here There Be Monsters setting Elementalists are generally
classified as Sorcerers due to the extradimensional nature of their abilities, the
fact that Elementals that are not Bound are difficult to control, and because Elementalism
is almost never subtle and thus violations of the Secrecy Accords are difficult
to avoid. However, that being said, Elementalists are not dealing with infernal
or daemonic forces or necromantic magics, and are generally considered to be less
bad than those who do. If an Elementalist is careful and maybe a little lucky, or
avoids first world nations that enforce the Accords strongly, they can avoid Sanctioning.
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Elementalists have a powerful and rich tradition of magic, with a broad array of
abilities broken down into four basic categories:
- Bound Elementals: Elementalists can Bind Elementals,
extradimensional entities associated with elemental or dynamic forces, to their
will. Binding an Elemental takes a long time to do and represents a major investment
of time, materials, and mystical resources for an Elementalist, but is the safest
and most reliable approach to summoning Elementals.
- Pacted Elementals: Taking less effort and investment
of power, Elementalists can also simply Pact Elementals, which is to say summon
an Elemental and force it to comply with a specific and finite mystical contract
requiring them to perform a certain number of Tasks before dissipating. Pacted Elementals
generally have room for interpretation, and further the Elementalist must generally
win a contest of wills with newly summoned Elementals to force them to agree to
the Pact. Should the Elementalist fail to best a summoned Elemental, they sometimes
run amok.
- Elemental Powers: In addition to summoning
Elementals, an Elementalist can have Elemental Powers as well, thematically related
to one or more classical elements (generally Air, Earth, Fire, Water, but less "Western"
or simplistic options might be allowed by individual GM's) or a combination thereof.
- Innate abilities: Like other Magi, Elementalists internalize
some of their magic, becoming altered and more capable over time due to their exposure
to Supernatural forces.
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Elementalists are not required to have abilities from all four categories, or even
more than one category; they can if they choose eschew a category of Elementalism.
Thus an Elementalist might have only Bound Elementals, or only Pacted Elementals,
or only Innate abilities, or only Elemental Powers, or any combination thereof.
However, a Elementalist that builds their power in all four areas is likely a better
balanced and more effective Elementalist than one who has opted to specialize.
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RESTRICTIONS
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In a Here There Be Monsters campaign, Elementalists have the following restrictions:
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- Bound Elementals cannot have more Character Points than the Elementalist's (Base
Points + Max Complications + Experience Points).
- Pacted Elementals cannot have more Character Points than the Elementalist's ((Base
Points + Max Complications + Experience Points) * 1.5).
- Elemental Power Active Points cannot exceed the Elementalist's (EGO + ((KS: Elemental
Lore - 10) * 5))
- Elemental Powers must Require a Roll using the Elemental Lore Skill
- The total Real Cost of Innate abilities cannot exceed the Elementalist's ((Base
Points + Max Complications + Experience Points) / 20).
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KS: Elemental Lore
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Elementalists must have a Knowledge Skill called Elemental Lore. In addition to
providing information regarding Elemental traditions, capabilities, and notable
history (which even non-Elementalists can take the skill for) it is also used when
Pacting Elementals and when a Requires Skill Roll Limitation is taken on an Elemental
Power. This is a Knowledge Skill, thus standard pricing options apply, the Scholar
enhancer reduces it's cost, and so forth.
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3/1
2/1
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KS: Elemental Lore: This skill provides information regarding the category of extra-dimensional entities
referred to generally as Elementals, their basic types and capabilities, significant entities, information about notable related history, and
is also used by Elementalists in the practice of their style of magic.
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Bound Elementals
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Bound Elementals are completely under the control of an Elementalists, and are purchased
as Followers. Unlike Pacted Elementals whose design is in the hands of the GM, players
are expected to be directly and heavily involved in the design of their Bound Elementals,
though the GM has final approval.
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Bound Elementals are paid for as Followers in the Contacts & Followers Pool. Bound
Elementals are considered to be unique; thus the normal doubling rule (x2 Followers
for +5 points) is not allowed. If an Elementalist wants multiple Bound Elementals,
they must pay for each of them individually.
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To have a Bound Elemental, a character must have unlocked the Mystic Pool and have
a KS: Elemental Lore Skill of at least 12-.
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Bound Elementals cannot have more Character Points than the Elementalists (Base
Points + Max Complications + Experience Points).
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Death of an Elementalist
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If an Elementalist is killed, the Binding that they have used to chain their Elemental
servants to themselves results in them dissipating or becoming inert. However if
the Elementalist manages to rise again by some means their servants will also be
reconstituted / reactivated and will seek to return to the Elementalist by the most
direct means possible.
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An Elementalist can empower their Followers to remain animate after their own death
if they so choose; to do so the Elementalist must pay an extra 5 character points
(treated as an Adder) per Follower that can remain animate after their own demise.
This might be done for a variety of reasons, including having a Follower follow
a plan of action that will return the Elementalist to life, to guard the Elementalist's
body or possessions, and so forth.
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Death of a Bound Elemental
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It is assumed that Bound Elementals designed as Automatons that are destroyed can
be replaced, as is (ie, reusing the same character sheet), "off screen" given suitable
time and raw materials, and is left to the GM's discretion.
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Bound Elementals that are not designed as Automatons that are destroyed are permanently
gone, and the Elementalist will have to go through some process to Bind a new Elemental,
which should have a new and distinct design just as if a human Follower were slain
and eventually replaced by a new and different human Follower. The standard rules
for Followers applies here, which strongly suggest that the process of replacing
a slain Follower be a lengthy and roleplaying oriented one. However ultimately the
GM must make appropriate decisions for the overall health of their campaign; if
the loss of a critical Follower renders an Elementalist unusable and interferes
with the enjoyment of the game by a player or the group as a whole, the GM can make
it as easy to replace a fallen Follower as the needs of the story dictate appropriate.
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Pacted Elementals
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Elementalists can take one or more Summon based Powers that call Elementals, in
their Mystic Pool. However, unlike Bound Elementals, players have no role in the
design of Pacted Elementals (unless the GM opts to delegate such authority to them);
the GM designs and controls Pacted Elementals and they are potentially antagonistic
to the Elementalist that summoned them.
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All the standard rules for Summon described in the core rulebook apply to Summons
used to Pact Elementals, with variance for rules editions allowed for (by default,
6th Edition is assumed). The number of Tasks a Summoned Elemental owes an Elementalist
applies, and is the primary check on the efficacy of such abilities; GM's and players
should read the applicable sections of the rules closely to ensure they understand
them fully.
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Most of the options presented for Summon are also in effect, though GM discretion
applies, and some (such as Specific Being) require more depth and management of
background elements to support and might be deemed not worth the effort by individual
GM's.
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"Elementals" as a group is treated as a Limited Group, requiring the following Advantage:
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Expanded Effect (Limited Group; +1/2).
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A specific sort of Elemental such as "Fire Elementals" or "Water Elementals" is
treated as a Very Limited Group, requiring the following Advantage:
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Expanded Effect (Very Limited Group; +1/4).
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Pacted Elemental Design Restrictions
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There are a number of restrictions which apply to an Elementalist's Pacted Elementals,
as follows.
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- Pacted Elementals cannot have more Character Points than the Elementalist's ((Base
Points + Max Complications + Experience Points) * 1.5).
- Pacted Elemental Summoning Powers must Require a Roll using the Elemental Lore Skill
- The following Limitations are inappropriate:
- Independent
- Charges
- No Conscious Control
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Elemental Powers
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Elementalists have the option of taking one or more Elemental "themed" Powers in
their Mystic Pool. They may purchase these powers outright, or put them into an
Elemental Control (5e), Unified Power (6e), and / or one Multipower; they may not
use a Variable Power Pool for Elemental Powers. GM's approval is required for all
Elemental Powers, and thematic relevance should be enforced to maintain "flavor"
and "concept".
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Elemental Power Design Restrictions
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There are a number of restrictions which apply to an Elementalist's Elemental Powers,
as follows.
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- Elemental Power Active Points cannot exceed the Elementalist's (EGO + ((KS: Elemental
Lore - 10) * 5))
- Elemental Powers must Require a Roll using the Elemental Lore Skill
- The following Limitations are inappropriate:
- Independent
- Charges
- No Conscious Control
- Power Frameworks:
- Elemental Controls (5e) and Unified Powers (6e) are allowed
- A Multipower is allowed
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Innate Abilities
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Elementalists sometimes have or develop subtle abilities stemming from their intimate
contact with magical forces, purchased in their Mystic Pool. A couple of very common
Innate abilities are provided below.
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Innate Ability: Supernatural Awareness
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Many Elementalists take the Supernatural Awareness Talent or an equivalent ability
built up directly using the Detect Power with different modifiers and adders.
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Innate Ability: Longevity
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Some Elementalists take the Life Support (Longevity) ability to represent extended
life spans. GM permission is required.
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Elementalism Endurance Reserve
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Elementalists may have a Elementalism Endurance Reserve in their Mystic Pool for
any Elemental Powers and Pacted Elemental Summons they may have if they wish, though
their Powers may also be bought 0 END if they prefer. However, a limitation is imposed
upon the total number of Character Points an Elementalist can spend on their Elementalism
Endurance Pool as given below. Character Points within the limit can be spent on
either Recovery or Endurance.
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Endurance Reserve 5e
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5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's
favor}
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EXAMPLE: Harvey Talbert has 125 total Character Points; thus he could spend
(125/25) = 5 Character Points on a Mystic Endurance Reserve. This could be
allocated as 40 END / 1 REC or 10 END / 4 REC or any combination in between with
a total Real Cost of 5 or less points.
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Endurance Reserve 6e
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Check out the House Rule on 6e
Endurance Reserves.
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6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's
favor}
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EXAMPLE: Harvey Talbert has 125 total Character Points; thus he could spend
(125/10) = 25 Character Points on a Mystic Endurance Reserve. This could be allocated
as any combination of Recovery and Reserve with a total Real Cost of 25 or less
points.
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Distinctive Features: Magi
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An Elementalist should take the following Distinctive Feature Complication. Other
Supernaturals can detect the Elementalist from a fair distance, regardless of intervening
mundane structures whenever they are using any of their non-Invisible abilities.
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Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures); - 5 points
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Social Complication: Sorcerer
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An Elementalist is considered a Sorcerer and are automatically suspect to the authorities;
they have to be very careful to avoid being Sanctioned. To represent this, an Elementalist
should take the following Complication.
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Social Complication: Sorcerer Infrequently, Major; -10 points
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