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Mutagen (Elementalform) Stunt Reference

This document is provided as a convenience for characters using the Mutagen (Elementalform) Stunt.

Mutagen (Elementalform, -2): Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity. I may spend two (2) Fate points to temporarily change into an Elemental.

When I activate this effect I must choose Air, Earth, Fire, or Water. For the duration of the effect I use the Large Elemental write-up for the Elemental type I have chosen instead of my own character write-up.

My transformation lasts for an entire scene but I may change back to my normal form at any time, ending the effect.

My trappings change with me and are inaccessible for the duration of the effect.

This stunt requires Arcane +1 or better to use.

Summoning Difficulty: +16

Elemental Air, Fly Like The Wind

Good At: Moving Air (+6)

Bad At: Resisting Vacuum (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Do not treat as a mob.

This large cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes. Moving like a cyclone, and able to expand and contract itself rapidly at will, this elemental is fast and dangerous.

Note that the 'Moving Air' ability bonus applies to any sort of action that involves air, requiring only narrative justification.

Large Air Elemental

Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.

Fast Flyer: Because I am able to fly very fast, if I do nothing but move while flying I may use this ability to move four zones instead of two.

Lightning Storm (-3): Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target. Each exchange I gain +4 to attack all enemy targets in my zone or an adjacent zone without having to split my shifts between them.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summoning Difficulty: +16

Elemental Earth, Move Through The Ground

Good At: Brickishness (+6)

Bad At: Resisting Water (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Do not treat as a mob.

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Note that Brickishness applies to any action related to being big, strong, and durable.

Large Earth Elemental

Immune To Acid: Because I am immune to acid, I am unaffected by any malign effect that relies on acid.

Stoney Slam (-3): Because I'm able to slam and bash things with my body made of stone; I gain +1 to attack while being Brickish. If I get a boost while attacking, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Slammed! with three (3) free invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Stoney Skin: Because of my elemental affinity I am able to protect myself with a stoney skin that shields me from damage, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summoning Difficulty: +16

Elemental Fire, Burn It All Up!

Good At: Burning (+6)

Bad At: Resisting Water and Cold (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Do not treat as a mob.

This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Note that Burning applies to any action where fire is relevant.

Large Fire Elemental

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Made Of Fire (-3): Because I am made of fire; I gain +1 to attack and defend while Burning. If I get a boost while attacking or defending in this way, I may upgrade the boost to apply the Aspect On Fire! with three (3) free invokes on it to the opponent I am engaged with. This Aspect is automatically invoked at the beginning of each exchange to inflict 2 stress on the victim. It is a Good (+3) difficulty to overcome this Aspect.

Summon Fire Elemental: Because of my elemental affinity, as an action I can summon a small fire elemental and command it to serve me for a scene. See the Small Fire Elemental profile for details. I cannot move in the same exchange that I use this ability.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summoning Difficulty: +5

Elemental Fire, Burn It All Up!

Good At: Burning (+3)

Bad At: Sentience (-2), Resisting Water and Cold (-2)

Hits: [1][1]  

Up to five (5) small elementals can form a mob. Add two (2) stress per elemental. +1 to attack and create advantage for every additional remaining elemental.

Note that Burning applies to any action where fire is relevant.

Small Fire Elemental

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Made Of Fire (-3): Because I am made of fire; I gain +1 to attack and defend while Burning. If I get a boost while attacking or defending in this way, I may upgrade the boost to apply the Aspect On Fire! with three (3) free invokes on it to the opponent I am engaged with. This Aspect is automatically invoked at the beginning of each exchange to inflict 2 stress on the victim. It is a Good (+3) difficulty to overcome this Aspect.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summoning Difficulty: +16

Elemental Water, Sublime Swimmer

Good At: Moving Water (+6)

Bad At: Resisting Heat & Fire (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Do not treat as a mob.

This translucent creature's shape shifts between a spinning column of water and a crashing wave.

Note that the 'Moving Water' ability bonus applies to any sort of action that involves water, requiring only narrative justification.

Large Water Elemental

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Watery Slam (-2): Because I'm able to slam and submerge things with large quantities of water; if I get a boost while attacking while Moving Water, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Waterlogged! with two (2) invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Summon Water Elemental: Because of my elemental affinity, as an action I can summon a small water elemental and command it to serve me for a scene. See the Small Water Elemental profile for details. I cannot move in the same exchange that I use this ability.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summoning Difficulty: +5

Elemental Water, Sublime Swimmer

Good At: Moving Water (+3)

Bad At: Sentience (-2), Resisting Heat & Fire (-2)

Hits: [1][1]

Up to five (5) small elementals can form a mob. Add two (2) stress per elemental. +1 to create advantage and attack for every additional remaining elemental.

Note that the 'Moving Water' ability bonus applies to any sort of action that involves water, requiring only narrative justification.

Small Water Elemental

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Watery Slam (-2): Because I'm able to slam and submerge things with large quantities of water; if I get a boost while attacking while Moving Water, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Waterlogged! with two (2) invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.