Action!/Schtick/Sorcery/Element

= Element =

You gain control over one element. For a more complete listing see this

Greek (Hermetic)

 * Fire
 * Earth
 * Water
 * Air
 * Aether

Babylonian

 * Sea
 * Earth
 * Sky
 * Wind

Chinese

 * Fire
 * Earth
 * Water
 * Metal
 * Wood

Others

 * Trash
 * Pollution
 * Concrete (includes most building materials)
 * Ice

Control
The primary power of Element is to control and, with a Power Point, create the element from nothing. Element is highly susceptible to situational modifiers. Trying to call upon the wind underground, under a rock slide, would probably incur about a +25 Difficulty modifier. Inversely, calling the Earth in the same place would probably receive a -25 Difficulty modifier. The sorcerer can Stunt, Trick, and Intimidate with her Powers and, with a Power Point, create objects Power x Power x Power meters with a maximum Resource value of Power. The sorcerer may also Defend Passively against her own element.

Immunity
The Element Power also makes the sorcerer almost immune to the element in question. Lower all Damage from element by Sorcery+Power.

Secondary Powers
The sorcerer may choose 2 of these, and buy more at a cost of 5 points. They work when If the sorcerer has abundant access to the element, or pays a Power Point for Sorcery+Power rounds of use.

Enhancement
Appropriate Enhancement, no boosters.

Aura
The sorcerer can surround herself with an aura of the element in question. This either does damage or protects (Armor) with Power+4. Anti-spell protection or similar flawed protection gives Power+8 protection. This may be chosen several times, for different types of Auras.

Elemental Defense
The sorcerer may Defend Passively with Sorcery.

Blast
The sorcerer may use an Element Blast as per the Blast rules, but with no Booster Schticks.

Element Shape
The sorcerer becomes an avatar of the element. This costs a Power point per round, and provides the following:
 * Element Blast
 * Immunity (Powers+Focus) against normal weapons
 * Aura (all bought, minimum 1)
 * Power Attribute Points (no maxima)
 * Elemental Defense
 * Access to a Travel Power (Move [Power+2])