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Skip Navigation LinksHere There Be Monsters>Playable Origins>Mystic>Elementalist
Elementalists
Master Shuida is an example Elementalist.
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.
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.
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.
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.
RESTRICTIONS
In a Here There Be Monsters campaign, Elementalists have the following restrictions:
  • 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).
KS: Elemental Lore
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.
3/1
2/1
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.
Bound Elementals
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.
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.
To have a Bound Elemental, a character must have unlocked the Mystic Pool and have a KS: Elemental Lore Skill of at least 12-.
Bound Elementals cannot have more Character Points than the Elementalists (Base Points + Max Complications + Experience Points).
Death of an Elementalist
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.
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.
Death of a Bound Elemental
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.
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.
Pacted Elementals
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.
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.
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.
"Elementals" as a group is treated as a Limited Group, requiring the following Advantage:
Expanded Effect (Limited Group; +1/2).
A specific sort of Elemental such as "Fire Elementals" or "Water Elementals" is treated as a Very Limited Group, requiring the following Advantage:
Expanded Effect (Very Limited Group; +1/4).
Pacted Elemental Design Restrictions
There are a number of restrictions which apply to an Elementalist's Pacted Elementals, as follows.
  • 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
Elemental Powers
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".
Elemental Power Design Restrictions
There are a number of restrictions which apply to an Elementalist's Elemental Powers, as follows.
  • 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
Innate Abilities
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.
Innate Ability: Supernatural Awareness
Many Elementalists take the Supernatural Awareness Talent or an equivalent ability built up directly using the Detect Power with different modifiers and adders.
Innate Ability: Longevity
Some Elementalists take the Life Support (Longevity) ability to represent extended life spans. GM permission is required.
Elementalism Endurance Reserve
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.
Endurance Reserve 5e
5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's favor}
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.
Endurance Reserve 6e
Check out the House Rule on 6e Endurance Reserves.
6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's favor}
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.
Distinctive Features: Magi
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.
Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures); - 5 points
Social Complication: Sorcerer
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.
Social Complication: Sorcerer Infrequently, Major; -10 points
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