When you release your element without restraint in a directed attack, roll +Surge.
When you reshape the environment around you using your element, roll +Surge.
You feel your element wherever it exists in the environment, fire in buildings, water underground, electricity in systems. Range is one city block. No roll required. For precise location of small traces, roll +Intuition.
When you use your element for movement, roll +Surge.
You always know the state of the natural environment within several miles, weather, wildlife behavior, water sources, signs of human disturbance. In a new location, the land tells you if something is wrong before you can consciously identify it. No roll required for general awareness; for specific details roll +Intuition.
When you create an elemental shield between your team and incoming harm, roll +Surge.
When you fill an area with your element to prevent approach or passage, roll +Surge.
When you attune to your element in the environment to sense what has happened here, roll +Intuition.
(1/session)
Become one with your element for one scene. Take no physical harm. Your attacks deal 3 harm automatically. You cannot use any other moves. When it ends, take 2 harm and lose one active equipment item.
When you use your mastery to suppress or extinguish your element elsewhere — calm a fire, still a storm, freeze a flood — roll +Surge.
When your element is already present and you add to it, your harm increases by 1 and your Area Denial covers twice the space. Passive when applicable.
When you encounter another elemental power, another Elemental, a Strange phenomenon, or a device that mimics elemental output, roll +Intuition.
You can perform fine work with your element, sculpt ice, write with lightning, weld with fire, without destroying nearby things. No roll required for safe applications. For truly delicate work, roll +Smarts.
When you have ten minutes and open sky, roll +Surge to alter the weather in a one-mile radius.
When your element is used against you, roll +Surge to absorb it.
When you leave your element in an area, it persists for a scene. Anyone entering takes 1 harm unless they know it's there. You always know it's there.
Once per mission, your element communicates something to you, not in words, but in sensation and impression. The GM must give you one true piece of information about something happening in the area that you couldn't otherwise know.
(1/session)
Spend 10 minutes. Summon a large-scale elemental event, a blizzard, a firestorm, a flood, a tornado. It covers the entire mission area for one scene. Everyone, including allies, must deal with it. Work with GM on effects.
When you coat yourself in your element as a protective layer, roll +Surge.
When you would take harm from a source your element can counter, roll +Tough.
Your element is your weapon. But you need something for the spaces between.
Choose one backup weapon:
Choose one additional item:
Your primary stat is SURGE: +2
Distribute the following among your remaining 9 stats: