Elemental Powers

Have you ever wanted to sling boulders with ease while walling off attacks? Or melt foes in infernos of flames from your fingertips while laying kicks into their faces? If so, then this is the system for you.

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.

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:BR, 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 combos 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:BR 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:BR 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 combos and reactions.
 * Magic: An honorable mention. They have many more options at their disposal, but lean heavily into burning and taking non-lethal. They typically have higher skill ceilings and floors and often require better plans and readings of opponents.

The Core Powers
All power expansions are optional by default at the referee's approval.