- elemental resistance: from being made up of two conflicting elemental parts the fusionist can ignore most ill effects from both the elements of their fusion path: +4 armor and +4 to resist effects of hazards or powers tied to their path of fusion. Example: if the elementalist is Air/earth and buried alive they would have a +4 to resist suffocation or +4 armor vs any crushing damage. Or if the water/fire elementalist was hit with a Telekinesis power with a water trapping or a plasma rifle they would get +4 armor vs the attack or +4 to resist the water trapped power.
- elemental force: The fusionist is a force of nature. Coming from the wild and at one with the elements, they are truly attune to natures heart beat. They are stronger and tougher than most humans, and they have a certain wild charm complete with rugged good looks. +1 vigor die type, +1 str die type, Charismatic. Danger sense in the wild areas. They also get a free reroll with the survival skill while in nature.
- elemental spell magic: AB Miricales 10 PPE with three powers off their path of their chosen Path of Fusion list. D6 in faith.
- Elemental Brotherhood: Fusionists can see and converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they are not suicidal. This even includes summoned ones under control of another mage! Furthermore they can instantly sense any elementals of their fusion pairing within double their spirit in inches.
- Elemental Healing: make a natural healing roll once per day if near a large source of your chosen fusion elements. This is increased to once per hour if completely submerged with the element.
- Primal Conduit: Fusionists may Syphon PPE from willing elemental beings and gain similar benefits to ley line proximity from sites of primal energy, see Places of Power on page @@. As a note: the Elemental Fusionist cannot draw on leylines.
- path of fusion: The Elemental fusionist is a being contradiction and in that chaos they find balance. Chose one of the below paths.
- Fire/water: in addition to the above resistances the fusionist gains the aquatic ability.
Spell list: Stun, bolt, elemental protection, elemental manipulation, light/darkness, fear, blast, protection, burst, smite, darksight. Wall walker
The below trappings and power modifiers represent the combination of opposed elements working in harmony and when selected also gain the special Fusion synergy modifier:- Liquid Fire (+4). This acts just like the lingering damage modifier except it is so viscous and hot there is no reduction in damage.
- Steam trapping (Fusion Synergy): No additional affect beside the Fusion Synergy.
- Firestorm: (1-4) For each power point spent the attack ignores 1 pt of cover upto 4pts.
- Air/earth: in addition to the above resistances the fusionist automatically knows the protection power as an innate power.
Spell list: invisibility, stun, intangibility, light, havok, elemental manipulation, elemental protection, telekinisis, entangle, bolt, blind, Wall walker
The below trappings and power modifiers represent the combination of opposed elements working in harmony and when selected also gain the special Fusion synergy modifier:- Hurl(+1) gain double the benefit from the range power modifier.
- Air Hammer(1-3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Air Hammer does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles) and cannot be used in combination with the Armor Piercing Power Modifier.
- Dust or Sand: Gains the Fusion Synergy trapping.
- Fire/water: in addition to the above resistances the fusionist gains the aquatic ability.
- FUSION SYNERGY: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
Only human
Conflicting Personality. Often times they are viewed as having a schizoid personality (twice as many hindrances must be taken but players still only get 4 hindrance points at character creation, hindrances should reflect their dual and conflicting nature)
Balance: Elemental Fusionists are always balancing their opposing forces, both within and without. If the Elemental Fusionist violates this balance in a minor way, give the character a –2 to his Faith rolls for one week. A Major abrogation of this precarious balance robs him of all faith powers for one week. Egregious violations or repeated minor violations cause the character's Faith-based abilities to be forsaken until the imbalanced hero completes a great quest or task of restoration.
Mountain Man or Woman. Fusionists are born of nature and unfamiliar with the tech of man. They start with the all thumbs Hindrance
Cybernetics: Elemental Fusionists will never take on cybernetics and if for some reason they are so coerced to take any kind of implant they loose all their powers.
Big cities make e’m nervous. The fusionist does not shine in the big easy and in most places called cities have difficulty connecting with their abilities. They are at a -1 to all trait rolls in any place that is a city.
Ok folks, anyone interested in helping me put together the elemental fusionist and making it cool roll up your sleeves. I could definately use some help on the power lists,