Elemental Fusionists combine opposing elements (Earth/Air or Fire/Water) into a form of natural magic that infuses their bodies with elemental energy and makes them a force to be reckoned with.
Stunt: Elemental Power
Elemental Fusionists gain +2 to resist any attacks relating to their elements and their infusion of elemental energy gives them an additional point of Physical Stress.
Stunt: Elemental Magic
Elemental Fusionists gain an elemental power from their elemental mix and in addition can choose one spell from their appropriate spell list. Additional spells can be bought from those lists later on as individual stunts.
Breathe Without Air, Chameleon, Change Wind Direction, Create Light, Create Mild Wind, Dig, Distant Voices, Electric Arc, Dust Storm, Identify Minerals, Identify Plants, Mend Stone, Sand Storm, Stop Wind, Thunder Clap, Throwing Stones, Travel Through Walls, Walk the Wind.
Blinding Flash, Breathe Underwater, Cloud of Ash, Cloud of Steam, Dowsing, Float on Water, Fog of Fear, Frostblade, Extinguish Fire, Fiery Touch, Fire Bolt, Globe of Daylight, Impervious to Fire, Nightvision, Resist Cold, Sense Direction Underwater, Spontaneous Combustion, Walk the Waves.
Stunt: Elemental Knowledge
Elemental Fusionists can speak to, identify and sense elementals.
Stunt: Elemental Embodiment
Fire/Water Elemental Fusionists gain +1 on any swimming rolls and pick five elemental powers from the following:
Flame Coat: +1 Armour (set on fire), attackers attack at -1 in close combat due to the effect of the flames.
Fire Flood: Unleashes a wave of liquid fire for +1 Mega-damage.
Firestorm: A fire bolt is called from the sky for +1 Mega-damage.
Fire & Water Lungs: Can breathe normally in smoke, ash, fire and water.
Fire Water: Can turn water into alcohol or an elixer that provides +1 to resist cold effects.
Fire/Water field: Surrounded by an energy barrier for +1 Armour (Elemental fusionists normally only wear light armour).
Hot Ice: Trn ice into hot embers.
Liquid Fire: Spilled water can be used to create a flaming barrier that does +1 damage to anyone passing through it.
Spit Fire: The Fusionist can spit gobs of fire for +0 Mega-Damage.
Steam Bath: Creates a soothing cloud of steam and heat that cleans surfaces and people, negating contact poisons or acids.
Steam blast: +2 damage cloud of steam.
Steam bolt: +1 mega-damage, +1 to attacks. This broad blast of steam is hard to avoid.
Superheat Water: Boils within five seconds.
Earth/Air Elemental Fusionists gain Iron Hide, Alter Earth and four other powers from below.
Alter Earth: Changes the consistency of dirt, packing it lose or aerating it.
Air Hammer: +2 Mega-damage, a blast of air that can cut rock and dirt and shape it to the caster’s will.
Clattering Tree: A tree is animated by the wind into a horrifying, groaning spectre, +0 attack versus mental stress.
Floating Earth: the caster can fly on a chunk of levitating dirt or rock at 20mph.
Earth Feed: You can feed from the air and soil and can sustain another person.
Earth Lungs: You can breathe under the dirt or rock without issue.
Column of Air & Debris: You can create a miniature tornado that does +0 damage each turn people are within it.
Dust Blast: Wind blown grit and dust can be hurled into an opponent giving them the ‘blinded’ negative aspect.
Hurl Earth Objects: You can hurl any item made of earth elements with great force, like a bullet. The thrown weapon does +1 extra damage and is considered to do mega-damage.
Hurl Tree Limb: As above.
Iron Hide: +1 natural armour.
Rock Wind: You can lift +3 damage worth of rocks into the air and hurl them at your enemies (mega damage). You can split this damage up into separate attacks if you wish.
Shifting Ground: Creates a negative aspect ‘Uneven ground’ for the enemy for a scene.
Wind Lift: Powerful air can lift and hurl objects as big as cars around. When they crash they take/inflict +2 mega-damage.