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==ELEMENTAL MASTERY== Class: Beta Cost: 1 Verve Dice Pool: Dexterity + Craft + Elemental Mastery Action: Instant or Extended Range: (Power Level + Elemental Mastery) x 5 yards Area: Varies Duration: Scene Effect: The character is able to control one specific “element,” chosen when this power is purchased. The Storyteller is the final arbiter of what constitutes a viable “element” for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound. As a guideline, assume an element must be physical and must be naturally occurring, at least some of the time. In order to use this power, the character must have a significant source of the element nearby. It is up to the player and Storyteller to determine what constitutes "a significant source" for the action attempted. The character cannot manipulate the element if it is part of a living being. The basic use of this power allows the character to craft the element without tools and without damaging themselves. Even if the shape the character wishes to leave the element in is unnatural for it the element will remain in that shape until the end of the scene, when normal physics takes over. By spending additional Verve the object may be able to persist. If the character spends a point of Verve at the beginning of each new scene the created item will continue. Normal crafting rules otherwise govern whatever the character is making, except that they use the die pool above. The character may give their creation up to (Power Level) Durability. If you are looking to have your character fling the element forward as an attack, see the Force Strike power with the Force Bolt Merit. If you want the character to be able to propel themselves along with the power, use a variant of the flight power. Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it. Weakness: Narrow Purview - The character can only effect a subset of one of the typical elements (gold or glass instead of earth, saltwater or blood instead of water, etc.) and cannot have Elemental Instantiation (because otherwise this isn't much of a weakness).
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