Elemental Control Game Mechanics

Power Rank Progression

Elemental Control is the ability to command and manipulate a specific force of nature.

Unlike Energy Projection, which creates and projects energy, Elemental Controllers manipulate existing natural forces and substances. They do not simply throw fire, command water, move stone, or summon lightning.

They become extensions of those forces.

As an Elemental Controller grows in power, their connection to their chosen element deepens. What begins as simple manipulation gradually evolves into mastery capable of reshaping entire environments.

A novice earth-controller may move a few stones.

A master may raise mountains.

A young hydrokinetic may create a wave.

A legend may command the ocean itself.

The element becomes both weapon and ally.


CHOOSING AN ELEMENT

When purchasing this power, choose a specific elemental type.

Examples include:

  • Fire

  • Water

  • Earth

  • Air

  • Lightning

  • Ice

  • Metal

  • Crystal

  • Sand

  • Plants

  • Shadow

  • Weather

  • Magma

  • Smoke

  • Any other GM-approved element

All damage, resistances, and abilities granted by this power relate to the chosen element.


Rank 1: Elemental Touch

Emerging Potential

The mutant has begun to influence their chosen element.

Control is limited but useful for both combat and everyday situations.

Capabilities:

  • Move small quantities of the element.

  • Create simple elemental effects.

  • Manipulate existing sources.

  • Generate minor elemental attacks.

Damage:

1d10 Elemental Damage

Resistance:

Resist 5 against your chosen element.

Examples:

  • Ignite a campfire.

  • Move a small amount of water.

  • Raise loose stones.

  • Create a gust of wind.

  • Manipulate nearby shadows.


Rank 2: Elemental Adept

Trained Control

The mutant gains reliable command over their element.

Capabilities:

  • Shape and direct larger quantities.

  • Create simple elemental constructs.

  • Affect multiple targets.

  • Use the element defensively.

Damage:

2d10 Elemental Damage

Resistance:

Resist 10 against your chosen element.

Special:

Gain an elemental utility ability related to your chosen element.

Examples:

  • Fire: See through smoke.

  • Water: Breathe underwater.

  • Earth: Tremorsense.

  • Air: Slow falls.

  • Shadow: Low-light vision.


Rank 3: Elemental Mastery

Established Hero

The mutant becomes a significant force on the battlefield.

Capabilities:

  • Affect large areas.

  • Create powerful barriers.

  • Shape terrain.

  • Sustain complex elemental effects.

Damage:

4d10 Elemental Damage

Resistance:

Resist 20 against your chosen element.

Special:

Gain an Elemental Movement Power related to your element.

Examples:

  • Fire: Flame propulsion.

  • Water: Water surfing.

  • Earth: Burrowing.

  • Air: Flight.

  • Shadow: Shadow-stepping.

Examples:

  • Raise stone walls.

  • Create tidal waves.

  • Summon lightning strikes.

  • Generate powerful wind currents.

  • Create fields of living shadow.


Rank 4: Elemental Lord

Extraordinary Power

The mutant's connection to their element reaches legendary levels.

Their powers begin influencing entire environments.

Capabilities:

  • Control vast quantities of their element.

  • Alter local weather and conditions.

  • Create devastating area attacks.

  • Reshape battlefields.

Damage:

10d10 Elemental Damage

Resistance:

Immunity to your chosen element.

Special:

Gain Elemental Form.

Once activated, the mutant may temporarily transform into a living embodiment of their chosen element.

Examples:

  • Living Fire.

  • Living Water.

  • Living Stone.

  • Living Lightning.

  • Living Shadow.

While transformed:

  • Gain Damage Reduction 10.

  • Gain advantage on Elemental Control rolls.

  • Ignore difficult terrain related to your element.

Examples:

  • Raise a city block of earth.

  • Summon a storm.

  • Freeze a lake.

  • Create a forest from barren ground.

  • Blanket an area in supernatural darkness.


Rank 5: Elemental Avatar

Force of Nature

The mutant ceases to merely control their element.

They become one of its greatest living manifestations.

Capabilities:

  • Regional-scale elemental effects.

  • Environmental transformation.

  • Near-total mastery over their element.

  • Creation of unique elemental phenomena.

Damage:

12d10 Elemental Damage

Resistance:

Complete Immunity to your chosen element.

Special:

Gain Avatar State.

Once per encounter, the mutant may fully merge with their chosen element for a number of rounds equal to their Power Modifier.

While in Avatar State:

  • Double the area of all elemental powers.

  • Ignore resistance to your chosen element.

  • Gain temporary Health equal to your level × 5.

  • Automatically succeed on checks involving control of their element.

Additionally, gain a unique Omega Elemental Technique approved by the GM.

Examples:

  • Fire: Solar Inferno

  • Water: Tsunami Sovereign

  • Earth: Worldshaper

  • Air: Tempest Incarnate

  • Lightning: Storm King

  • Shadow: Endless Night

Only a handful of mutants in history have ever reached this level.


THE BOND WITH THE ELEMENT

Unlike many powers, Elemental Control often changes how a mutant sees the world.

An earth-controller feels the ground beneath every step.

A hydrokinetic hears the rhythm of water everywhere they go.

A shadow manipulator notices darkness where others see empty space.

Over time, the line between mutant and element begins to blur.

Some embrace that connection.

Others fear it.


THE EVOLUTION OF NATURE

Elemental Control is one of the most versatile mutation categories in existence.

A Rank 1 Controller may move a handful of their element.

A Rank 3 Controller may dominate a battlefield.

A Rank 5 Controller may alter the environment for miles around.

Because the greatest Elemental Controllers do not fight against nature.

Nature fights alongside them.