Elemental Powers

The Elemental Powers system (name pending) is a martial combat focused tabletop roleplaying game system that utilizes all scales of dice, from d4s to d20s.

The Fundamentals

 * Character Creation
 * Combat Rules

The Core Powers
There are three primary types of powers, but it is common to see hybrids of these categories. There is a theoretical fourth type broadly defined as magic, but it can truthfully belong to any combination of these categories.
 * Aggro: These powers focus primarily on dealing large amounts of burst damage, by utilizing large quantities of attacks or hitting for huge amounts of damage in single hits. They are often key in duels and combat than other types of powers, but also can struggle with large groups. They usually have larger C:SR, making these powers much more potent but also less consistent. It becomes easier to slip while doing a combo until deeper control is developed over one own’s powers. They usually have lengthier chains of actions to use each turn.
 * Defender: These types of powers focus on holding back the tide of battle, absorbing, redirecting, or otherwise countering attacks and abilities from opponents, until decisive strikes sweep them off their feet. They are consistently solid in all combat types, although they may struggle protecting teammates in large group combat. They often have reduced C:SR and are more overall consistent with lower highs and higher lows. They often also use non-lethal damage much more than other power types, and weaponise their own bodies. They usually have more reactions to use each round.
 * Support: These types of powers focus on bolstering one’s teammates, or diminishing their opponents. As a result, they struggle much more with duels and one-on-one combats, but are typically vital in group combats. Their C:SR are often unmodified, but also have more positive effects. They often get more AP per round to use to facilitate their role. They also have the capability to counter both chains and reactions.
 * Magic: An honorable mention. They have many more options at their disposal, but lean heavily into burning and taking non-lethal. They often earn much more skill points than other powers when leveling, due to the nature of their ‘power’ tree. They typically have higher skill ceilings and floors and often require better plans and readings of opponents.


 * Fire - [A] A very aggressive onslaught centered around overwhelming bursts of chain actions.
 * Air - [A/S] An aggressive 'thousand cuts' power that mixes chains with powerful movement options -- not limited to just yourself.
 * Earth - [D] A heavily defensive bruiser focused on being untouchable and mitigation.
 * Water - [D/S] A defensive crowd controller that manages the battlefield in swathes.
 * Light - [S] A dedicated support that debuffs while controlling the field and keeping their teammates on their feet.
 * Dark - [D/S] A bizarre amalgamation of dedicated magic, using every resource available to edge out victory.