← SURGE  ·  PLAYBOOK 2 OF 2
The ELEMENTAL
You are the weather. You are the fire. You don't control it, you are it, and it takes everything you have to remember that you're also a person.
PERSONNEL FILE
STAT: SURGE
PRIMARY: +2
ACCESS: OPEN
The Elemental  ·  FILE SURGE
The ELEMENTAL
PRIMARY: SURGE
HERO / ANTI-HERO / VILLAIN
You are the weather. You are the fire. You don't control it, you are it, and it takes everything you have to remember that you're also a person.
UNLEASH

When you release your element without restraint in a directed attack, roll +Surge.

  • 10+: Deal 3 harm to your target. The element lingers — the area remains dangerous until the scene shifts or someone clears it.
  • 7–9: Deal 2 harm. The release is messier than intended — collateral effects the GM describes.
ENVIRONMENTAL CONTROL

When you reshape the environment around you using your element, roll +Surge.

  • 10+: Create a significant, lasting environmental change in the scene — walls of ice, fire suppression, wind that makes ranged attacks impossible.
  • 7–9: The change happens but is unstable — it holds until something disrupts it or you stop maintaining focus.
ELEMENTAL SENSE

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.

RIDING THE CURRENT

When you use your element for movement, roll +Surge.

  • 10+: Move anywhere in the scene instantly. You arrive before anyone can react.
  • 7–9: Reach your destination but the movement is visible and leaves a trail.
READ THE LAND

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.

BARRIER

When you create an elemental shield between your team and incoming harm, roll +Surge.

  • 10+: Reduce harm to your whole team by 2 from this attack.
  • 7–9: Reduce harm by 1, or protect one person fully.
AREA DENIAL

When you fill an area with your element to prevent approach or passage, roll +Surge.

  • 10+: A 30ft area is impassable this scene. Your team can move through freely.
  • 7–9: The area is dangerous, everyone takes 1 harm attempting to cross including allies.
READING THE ROOM

When you attune to your element in the environment to sense what has happened here, roll +Intuition.

  • 10+: The element remembers. Learn three concrete facts about recent events.
  • 7–9: Learn one fact, fragmented.
STORM FORM

(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.

EXTINGUISH / SUPPRESS

When you use your mastery to suppress or extinguish your element elsewhere — calm a fire, still a storm, freeze a flood — roll +Surge.

  • 10+: Completely suppressed. The element is gone from this scene.
  • 7–9: Suppressed for now — it returns when your focus shifts or conditions allow it.
FEED

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.

RESONANCE

When you encounter another elemental power, another Elemental, a Strange phenomenon, or a device that mimics elemental output, roll +Intuition.

  • 10+: Understand it completely. Know its limits and one exploitable weakness.
  • 7–9: Know what it is and roughly how powerful.
PRECISION CONTROL

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.

WEATHER WORKING

When you have ten minutes and open sky, roll +Surge to alter the weather in a one-mile radius.

  • 10+: The weather you want arrives and stays for 1 hour.
  • 7–9: The weather shifts but it's unpredictable, the GM describes what actually happens.
ABSORB

When your element is used against you, roll +Surge to absorb it.

  • 10+: Take no harm. Gain +1 forward on your next Surge roll.
  • 7–9: Take 1 harm. Absorbed, you can redirect it once.
LINGERING EFFECTS

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.

THE VOICE OF IT

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.

CALL THE STORM

(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.

ELEMENTAL ARMOR

When you coat yourself in your element as a protective layer, roll +Surge.

  • 10+: Gain 2 armor for the scene. Anyone striking you in melee takes 1 harm from contact.
  • 7–9: Gain 1 armor — it holds until you take a significant hit.
INSTINCTIVE DEFENSE

When you would take harm from a source your element can counter, roll +Tough.

  • 10+: Take no harm, your element interceded automatically.
  • 7–9: Take half harm.
PERSONAL ASSESSMENT
  • FaceEyes that shift with their element, a slight environmental quality to their presence, warmth or cold or the smell of rain
  • BodySomething about them reads as slightly non-human at full power, hair moves wrong, skin flickers, stillness that isn't
  • StyleMinimal, practical, clothes don't survive long-duration elemental use, so they stop caring about them
  • PresenceMakes people aware of the weather, the temperature, the air pressure. Meteorologists get inexplicably accurate near them.
  • ElementName your element or elements, fire, ice, lightning, wind, water, earth, something stranger. Describe what it looks like when you lose control. ---
ORIGIN
  • You were born in conditions that shouldn't have produced a survivor. The element was already part of you.
  • You absorbed it. Radiation, submersion, exposure, experiment. You became something it passed through.
  • Your family has always had this. You're just the most powerful in three generations.
  • A moment of extremity, a storm, an inferno, a disaster. You didn't die. You became it instead.
  • You asked for it. A ritual, a bargain, a choice that seemed smaller at the time than it turned out to be.
GEAR & EQUIPMENT

Your element is your weapon. But you need something for the spaces between.

Choose one backup weapon:

  • Weapon made of your element (describe it — 2 harm, reformable if destroyed)
  • A blade (2 harm — for quiet work when manifesting would cause problems)
  • Sidearm (2 harm — you carry it mostly so people stop asking why you don't have a gun)

Choose one additional item:

  • Fireproof/weatherproof suit (your gear survives your output, others' doesn't)
  • Environmental scanner (read weather systems, seismic activity, water tables)
  • Containment bracers (worn when suppressing — allows a day of civilian life without incident)
  • A journal of documented incidents you're still trying to understand
KNOWN ASSOCIATES / CONNECTIONS
You lost control near them once. Ask them: what happened and are they entirely okay with what they saw?
They've stood in the middle of something you were doing and not been afraid. Ask them: why?
You protected them using your element in a way that revealed what you are publicly. Ask them: do they owe you for that, or resent you for it?
You've felt your element react to their emotions. Tell them. Ask: does that unsettle them?
They're the only person you trust to pull you back when you go too far. Ask them: have they ever had to?
Your element once damaged something important to them. Ask them: was it an accident, and does that matter?
They've seen you in full manifestation — not controlled, just present. Ask them: what do they remember most?
You've used your element to do something gentle for them once. Ask them: did they know it was you?
They asked you once what it feels like to be what you are. Ask them: what did you say?
Something about their presence calms your element. Ask them: have you ever told them that?

YOUR STATS

Your primary stat is SURGE: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Elemental move
  • Take a move from another playbook
  • Add +1 to Surge (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Gain a second element, describe it and work with GM on two new elemental applications
  • Your elemental harm increases to 4 on 10+ results

Advanced Improvements (every 5 level-ups)

  • Full Manifestation: You can fully become your element for one scene. Immune to physical harm. Deal 3 harm to everything nearby passively. Lose yourself slightly, the GM plays you as the element first, person second.
  • The Weather Changes: Once per mission, alter the environmental conditions of the entire scene. This affects everything and everyone. Work with GM.
  • Change playbook: You've grown into someone different.
  • Retire: You stopped holding on. Tell the table what you became.