Thermal shields
Normally, elementals have one of three different body types: spectral, fluid or massive, and these types change whenever a thermal shield is broken. It happens at determined temperatures, unique to each elemental.
When the first shield breaks, its owner will be disabled and thus unable to move or perform most of their abilities. Destroying the second thermal shield, the elemental will immediately lose consciousness.
Thermal shields regenerate as temperature returns to normal conditions.
Physical resistance The higher the physical resistance of an elemental, the greater his/her ability to exert or resist external forces.
Shielding Protections with high hardness provide greater resistance to cuts and projectiles. On the other hand, very rigid shields can be vulnerable to legendary and super-heavy impacts; blows of this magnitude can permanently damage armor.
Energy bending Energy bending is the ability to manipulate electric currents through the body. Skilled elementals can channel energy through their blows and receive reduced damage from electric shocks.
Valence auraA field of energy that surrounds all elementals. The number of energy orbs within the valence aura defines the abilities of an elemental:1 to 3 orbs: fighters, focused on-close range combat.4 to 5 orbs: hybrids, who can perform magic and wrestle with others from a moderate distance.6 to 7 orbs: witches and wizards, capable of performing long-range spells.8 orbs: noble specters, complete elementals powerful in their own essence. They are neutral and possess only non-lethal abilities.
Magnetic Classes
Fergomag The primary class. Named after Fergo, the first elemental of this kind to be discovered. Members of this class can manipulate the bodies of others, attracting or repelling according to their need. They are also capable of forcing movement of electric charges in the bodies of their victims.
Paramag The most common class. This class is composed of elementals who do not possess magnetic talents but can be attracted to fergomags. Their presence also increases the range of these elementals, whether allied or not.
Diamag
The mysterious class. Unlike the paramags, they are repelled by magnetic fields and their presence will reduce the range of fergomags.
Antimag
The rarest class. Its members do not influence and are not influenced by magnetic fields in any way.
Notes:
1. Elementals can change between magnetic classes when subjected to different temperatures and pressures.2. The classes indicated in their profiles are found at temperatures of 0 K (-273.15 C).
Tendencies
An elemental's general moral and personal attitudes are represented by its tendency: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, evil neutral, or chaotic evil.
Crusaders - Lawful Good
Committed to fighting against evil. They are honorable; tell the truth, do not break oaths, and help those who need them. These elementals sacrifice their own interests for the good of others, and their conduct is usually restricted by a firm moral code.
Benefactors - Neutral Good
Committed to helping all others, regardless of their goals and conduct. May perform good deeds but only if they can do so with little risk to themselves.
Rebels - Chaotic Good
Acts according to his/her conscience and does not care what others think. Does good deeds whenever he/she can, but ignores laws and rules. Hates to see others taking orders or being intimidated.
Judges - Lawful Neutral
Representatives of law and tradition. The order is supreme to them, in the universe and in their own existences. They are trustworthy and honorable without being fanatical about rules. However, they may try to limit the freedom of others.
Undecided - Neutral
A neutral elemental does whatever seems to be a good idea at the moment. Has no inclination to good or evil, or to chaos and loyalty. Insecure, they prefer not to make enemies.
Free Spirits - Chaotic Neutral
Individualistic, value their own freedom. They avoid authority, easily revolt when under restraint, and challenge traditions. They are usually unpredictable, but their actions are not random. They are truly free and seek the destruction of order, harmony, and authority.
Dominators – Lawful Evil
They take what they want and do not care if it hurts others. They are comfortable within a hierarchy. Though they would like to be the boss, they are willing to serve until an opportunity arises.They are committed to evil in the same way that a crusader is committed to good. Besides their willingness to hurt others to advance their own interests, they like to spread evil.
Villain - Evil Neutral
For a villain, killing or destroying can be done for profit, fun or convenience. They have no interest in order and believe that obeying laws and following traditions would make them weaker. They advance without caring for others and represent evil without any honor.
Destroyers - Chaotic evil
A destroyer does anything his greed or hatred may suggest. They are usually aggressive, malicious, violent and unpredictable. They are self-centered, focused on their own goals, and can brutal in their single-minded pursuits. Committed to spreading evil and chaos, they do not join others without a good reason, and create conflict with ease. If they have leaders, they may try to sabotage them.
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