New Skills

Electrokinesis (d2/d6/d12)
You have the ability to manipulate electricity (considered a fire element).
d2: Required competency for elemental magic.
d6: You can deliver a zap of electricity with the smallest touch, causing your Trait die in Basic damage or adding it as bonus damage to an unarmed attack. If delivered directly over the heart of a living creature it might result in death (Average Endurance check to resist; no extra damage, but the character is dying, see page 91). You can sense electricity, be it thunderstorms in the sky or current running through power lines, up to a range of 1 mile.
d12: You may also use your ability on a target within 10 feet, attacking with Alertness and the Trait die with the Trait die as bonus (Basic) damage. You can also disrupt electronics within line of sight.

Pyrokinesis (d2/d6/d12)
You have the ability to manipulate fire.
d2: Required competency for elemental magic.
d6: You can burn things or people with the smallest touch, causing your Trait die in Basic damage or adding it as bonus to an unarmed attack. Objects touched that are combustible will catch fire but may be entitled to a resistance roll. You can sense heat up to a range of 1 mile.
d12: You may also use your ability on a target within 10 feet, attacking with Alertness and the trait die, and getting the Trait die as bonus (Basic) damage. You can also control fire with in sight, but if fuel is used up then fire goes out.

-Cryokinesis
You have the ability to lower temperature which would involve condensing water vapor to water and freezing things.
d2: Required competency for elemental magic.
d6: You can freeze things or people with the smallest touch, causing your Trait die in Basic damage or adding it as bonus to an unarmed attack. You can sense water up to a range of 1 mile.
d12: You may also use your ability on a target within 10 feet, attacking with Alertness and the trait die, and getting the Trait die as bonus (Basic) damage. You can also control water with in sight, but if fuel supply is used up, water runs out.

Air Bending Psychokinesis
You have the ability to control air.
d2: Required competency for elemental magic.
d6: You can forcefully push or pull things or people with the smallest touch, causing your Trait die in Basic damage or adding it as bonus to an unarmed attack. You always know what direction air is traveling and which way is north.
d12: . You can also control air around you, you can make the air
denser around you. This acts like wearing armor, uses trait die to subtract from damage rolls. Also allows to glide on air instead of falling, you can’t fly.

Terrakinesis (d2, d6, d12)
You have the power of stone.
d2: Required competency for elemental magic
d6. You can turn your stone hands as hard as a rock or can make a weapon more dense.
Adds trait die to unarmed or weapon damage.
d12. Your skin turns to stone. This acts like wearing armor, uses trait die to subtract from damage rolls. When under ground you know what direction your heading.

Power of the soul (d2, d6, d12)
You have power from your spirit.
d2: Required competency for elemental magic
d6: You have the power to heal with a lay on hands. Roll willpower plus trait die, meet the required roll and get trait die in healing. The difficulty depends on the number of Wound points the target is suffering from, see Table 6.5 on pg 95 of the Supernatural Core book for difficulties. If your result is greater than the difficulty, your character heals a number of Wound Points equal to the difference. If the roll is successful, roll your trait die and heal an additional number of Wound points equal to the result. A successful application of Healing also heals a number of Stun points equal to the number of Wound points healed.Can use this ability equal times to trait die times a day.
d12: Your soul can leave your still living body and fly through the sky. While out of your body, you can control another person by entering their body. With a willpower + trait die vs targets equivalent defense roll, you push their subconscious from controlling their body for a number of rounds equal to trait die. If you lose the roll, you can’t try to control another person for trait die equal in hours. You can leave a body at anytime. Due to the concentration of the power while you are out of your body, you are considered helpless.

Five elemental Magic (d4, d6, d8, d10, d12)
PC holds the cosmic energy at their finger tips. Have to have
five d2 traits in the powers of fire, water, air, stone, and spirit.
d4: You have the ability to mix the elements into offensive spells or defensive spells.
d6: You have access to the d6 ability of the elements, but you do not get the benefit of the elements as taking the assest themselves.
d8: Your spells can target 2 targets instead of one
d10: Your spells target 3 targets.
d12: You spells can be placed in items and set off with triggered affects.

some examples
It’s an Easy difficulty to raise or lower the damage die of the fire by one step with a +4 cumulative difficulty increase for each step with pyrokinesis. Changing the intensity should also increase or decrease the life of the flame. That is a universal rule for all the elemental types.

Fire
- I super heat his weapon so that he can’t hold it anymore
- I boil the pot of water I’m holding then throw it on the bad guy.
- That building is on fire and I’m going to put it out, how long does it take me?
- I use my power to ignite a flame around my sword then hit a bad guy, does it deal extra damage?
This will all do trait damage, and putting fire out will take 6 rounds with a willpower + trait die for each round, the bigger the bigger the fire the harder the roll

Water / Ice
- I freeze the ground between me and the guard to make it harder for him to get to me, how big of an area can I freeze? Trait die in yards
- Is it harder to use my power in particularly dry areas? Is it easier to use this power near an ocean as opposed to, say, the middle of a desert? What kind of mods (if any) are involved that change the difficulty?
- I create a weapon made out of solid ice then wield it, how much damage does it do? How long does it last? trait die damage, scene long for time it last.
- I freeze the air around the guys feet to the ground, can he escape? What does he roll to escape? No, but if you get him in water, then yes you could freeze the ice and trap him.

Players creativity
I can’t think of everything, so feel free to think of creative way to control elements. If you can explain how you want something to work and its not more powerful then trait level then it will not be a problem.

New Skills

Reawakening of the Black Company dupy316