LITE – Elements System

LITE System



Welcome to the Elements Megaverse. The system document contains all of the core functionality, thus has everything you need to play the game. I release my System, Setting, and Campaign Documents separately so people can mix and match. Elements is a Freeform action system that comes with a modular tool for building abilities, items, races, and characters. People can move and act dynamically on a 5ft tile-based system by describing their actions.


As a player, you need to learn the character creation process, read the core rules, and practice describing what you’re doing. When acting, describe what you want to do, based on the number you roll, the dm determines the success rate and any damage or effects that apply


It’s important to learn the creation systems, parameters, bonuses, penalties (pg4), and what effects exist in this system (pg 5). As DM when someone performs an action, and one person succeeds over the other, you will break down the points they succeed by into effects based on the environment and what makes sense. If I attacked someone with a stun baton, succeed by 4 pts, but they are immune to stun, the DM would determine the stun effect doesn’t get applied, and put 3pts into the damage object effect if the enemy is wearing armor or blocks with something, any remaining pts go into the bludgeoning damage type

Table of Contents

  1. Table of Contents

  2. Character Creation & Core Rules

  3. Stats

  4. Ability Creation. Abilities; Passive/Circumstantial/Activator. Bonus. Penalty. Parameter.

  5. List of Effects

  6. List of Effects

  7. List of Effects

  8. Keyword Examples: Example Categories, Example Sub-Categories

  9. Example Verbs. Ability Examples: Example Passives

  10. Circumstantial Examples, Activator Examples

  11. Racial Creation, List of Races

  12. Item Creation, List of Items

  13. The 15 Core Elementals

  14. The 15 Core Elementals

  15. Terms and Definitions

CORE Rules

This system is a freeform action system. You perform actions by describing what you want to do and picking a skill to use. Based on that skill's experience, check your multiplier table to see how many points it has. All checks require skill rolls from both parties, regardless of the target you’ll engage in a battle of skill checks. If you don’t have the proper skill, perform an untrained skill check with it. The rate of success when acting determines the outcome of a battle, if successful enough the DM will allow you to describe the outcome, where if you’re within 9pts of each other's checks the DM will describe what happens instead.

Character Creation

Step #1: Record your character points and equip points on your character sheet.

Step #2: Spend your character points on a race, or create a new one. Pg 11

Step #3. Spend leftover points on abilities, or create new abilities. Pg 3

Step #4. Spend points on a pre-existing item, or create a new item. Pg 12

Step #5. Fill out your character info, and ask a DM to approve your character.

Rounds and Turns

Each person gets 1 turn/round unless specified otherwise.

Action List & Reaction List

Action: Order of turns. 5 phases in a turn. The highest action check goes first.

Reaction: Engage in Tile by Tile movement. The highest action check goes first. Continue until all reactors stop, or deplete their actions and movement.

5 Phases in a Turn

Empty Action Pool: Your action pool empties actions leftover from the last turn.

Refill Action Pool: You’re granted some actions equal to (Action skill rank) + 1.

Action Phase: The phase in which you are allowed to begin performing actions

Float Action Pool: Stores your leftover actions for use on other peoples turns

Turn Iteration: Your turn ends, and the next turn in the turn list begins


Enhancement Buffs

Improves skill/stat by up to 50%. Stacks with current stats/skills.

Override Buffs 

Replaces values with its values. Requires consent. Doesn’t stack.


3 action types; Free Actions, Move Actions, Action

Free Action

Requiring minimal effort and movement, such as talking. 1 free action to use per turn.

Move Action

You can move 1 tile(5ft) for each pt in the movement skill of your choice. You may only move a total of tiles equal to the lowest move used this rd.


Say what you want to do, what skill you’ll use, then add it to your roll. Your actions per rd equal ((Action rank) + 1) (untrained=1,trained=2,etc).


1 Action, Describe your action. Make an action test, the winner acts first. Either party may choose to engage in tile-by-tile movement.

Prepared Action

1 Action. With advantage say action, and a trigger that will set it off.

Move Reaction

1 Movement. Make an action test, the winner moves first.

Tile by tile movement

You move and act at a speed of ((athletics/10) + 1) tiles or actions/turn

Inaccessible Knowledge, Tools, and Access

The DM decides whether to half your check or turns it 0.

Attacking, Blocking, and Dodging

1 Action. If someone attacks you, you must act to attempt to block or dodge it, if you don’t it will skip directly to attacking your defense. 

Multiplier Tables




Untrained:      x.5

Untrained:      x.5

Untrained:      x.5

Trained:     x1.0

Trained:      x1.0

Trained:      x1.0

Professional:     x1.5

Professional:     x1.5

Professional:      x1.5

Master          :    x2.0

Master           :     x2.0

Master           :     x2.0

A Multiplier Table is a row of boxes next to each of your stats that keeps track of what your current stat values multiply by based on your level of experience in that skill. Each stat equals the number of character points you’ve invested into it.


Experience: 0pt = Untrained; 1pt = Trained; 2pt = Professional; 3pt = Master

Base Stat: equal to the number of character points your race has in a stat(6/X)

Total Stat: Is 1 ? times the base stat of the race you’re playing as .(X/9)

Current Stat: The number of character points a character has in a stat(7/9)

Body: Holds all skills and abilities relating to a person’s physique and anatomy

Sense: Holds all skills and abilities relating to a person’s sense and reaction.

Mind: Holds all skills and abilities relating to a person's thoughts and personality.


Action – Agility and Reflexes – (Untrained = 1action/rd)(Trained = 2actions/rd)(Professional = 3actions/rd)(Master = 4actions/rd)

DMS: When a player attempts to do something quicker than someone else, make an action check.

Awareness – Detection, and Perceiving Your base perception equals your skill bonus + 5 and can be used in place of rolling.

DMS: When a player attempts to perceive something too far/small for base awareness, make an awareness check.

Anatomy – Immunity and Endurance – When at 0 in a stat you must roll an Anatomy 10 + ((Damage past 0) * 2) to stabilize

Anything that’s fatiguing or affecting the body's organs will trigger an anatomy check.

Athletics– Walking, and Acrobatics – During tile by tile movement you move at a speed of ((athletics/10) + 1)

Any strenuous physical activity, especially involving moving with the legs, will trigger a roll.

Personality– Persuasion and Insight – Likeness scale is between +10(love) and -10(hate)

Any conversation beyond idle chatter may require a personality check

Intelligence– Memory, and Creativity – Must attempt ability (40 – intelligence) times to learn it.

Anything requiring extensive thinking or a high degree of knowledge.

Ability Creation

Step #1: Pick what Stat you want to be tied to your ability.

Step #2: Pick a Statement(Passive, Circumstantial, or Activator).

Step #3: Pick keywords(Record them, and the points they grant).

Step #4: Spend points on keywords(According to their instructions).

Step #5: Check for Dm approval (Ask to review your character).


Passive abilities grant you a constant and permanent bonus.

Keywords: Categories, Experience.

Categories (pick 1)

The broadness of the skill you’re using.

(1) Category: A noun used to describe things that share characteristics.

(2) Sub-Category: A noun used to describe a sub-division of another category.

(3) Verb: A word used to describe an action, state, or occurrence.

Experience (pick 1)

Your rank in a Skill; Untrained(0pts), Trained(1pts), Professional(2pts), or Master(3pts).


These grant effects are based on predefined circumstances.

Keywords: Circumstance, Condition

Circumstance (pick 1 or more)

(1) Event: Uncommon occurrences that trigger something

(2) Ritual: Ceremony of predetermined actions over 5 minutes

(3) Limited-Use: 1/day, this resets after dawn/dusk(Pick 1).

Condition (pick 1 or more)

Pick an effect, parameter, bonus, or penalty


Are performed by actions, and manipulate those actions parameters.

Keywords: Action, Parameters

Actions (pick 1)

Pick one of the action types, and record the ability points granted by it.

(1) Free Action: Can be activated freely without trigger

(2) Move Action: Requires movement to activate

(3) Act/React: Requires an Action/Reaction to activate. (specify one)

Parameter (pick 1 or more)

Spend your available points on parameters.


Magnitude1pt = 1 point towards the effects you use

Range0pts = 1 range increment, +1 increments/1pt

Range increment0pt = 1 tile, * 3 tiles/1pt

Size  0pt = 1 tile, *2 tiles/1pt

AOE0pt = 1  tile, * 2 tiles/1pt

Manipulating0pt = Altering already existing material

Summoning1pt flat rate = Pulling material from somewhere

Creating2pt flat rate = Creating new material.

Extra Target0pt = 1 target, * 2 targets/1pt

Permanent10pt = Becomes permanent. Requires Creating

Concentrate1pt + 1 action/rd = Ability continues each round

Duration0pt = instant. 1pt= 6 seconds, 

Bonuses and Penalties

Advantage 1pt = Specified skill rolls 1 more dice, take the higher roll Resistance 1pt = Specify a damage type and take ? damage from it

Immunity 2pt = Specify a damage type and take no damage from itTrue Immunity 3pt = Immunity + can’t be weakened by damage type.

Disadvantage = Specified skill rolls twice and takes the lower roll Inflict Weakness = Targets specified damage type takes * 2 damage.


Effects are interactions, whether it be between two things or an individual thing doesn’t matter. Effects can be anything as long as it is caused by something. Some effects manipulate magical abilities, others are physical ailments simply from being a living creature

List of Effects

Effects are what happens as a result of the actions you perform.


Ability Pts




If the stat of the person is at 0 or reaches 0 from this action, you may choose to apply this effect for them to “die”.

Damage Type


1 damage to (stat) from the damage type of choice

Damage Object


Objects functionality is halved until repaired

Destroyed Object


Objects targeted can’t perform actions, and any special effects granted to the wielder are halted.

Damaged Sense


Sense type operates at ? (sight, hearing, feeling, smell, etc)

Destroyed Sense


Sense type can’t be used and you inflict 2 sense damage (sight, hearing, feeling, smell, etc)

Damaged Mind


Mind skill operates at ?

Destroyed Mind


The mind can’t be used and you inflict 2 mind damage

Damaged Body


Body part action checks operate at ? (arm, leg, torso, head, etc)

Destroyed Body


Body part can’t perform actions, inflicting 2 body damage. 5 more pts if targeting the head.



You inflict 1 body damage, with a 50% chance to stun



You inflict 1 body damage, with a 50% chance to cause bleeding II



Inflict 2 body damage, Internal bleeding I, and 50% chance of Internal bleeding II



Inflict 2 body damage, bleeding II, and 50% chance of Internal bleeding II.



Inflict 2 body damage, bleeding II, with a 50% chance of bleeding IIII being added on top of it.



1 body/minute for 2 minutes, each pt gives +1 body and + 2 minutes.

Internal Bleeding


1 body/hour for 2 hours, each pt gives +1body and +2 hours. Requires tools and restricted knowledge to heal



Make anatomy check to avoid drowning of (10 + (Turns since drowning started)). You drown after 1 failure.



Make a (skill used) check, target is restrained if won. Restrained targets can’t move and perform actions at ? 



To float and fly at varying speeds.



1 pt of body damage, 50% chance for the fire to spread on each edge



Target takes 1 body damage, 50% chance for movement, and actions checks to operate at ? 



Target takes 1 body damage, 50% chance to stop movements.



Target's physical existence is turned to dust and ash 1/100th of the size



Body checks have disadvantages and operate at ?



Body part operates at ? and has a weakness to frost

Heat Stroke


Body skills operate at ?. 50% chance of losing consciousness for 1 minute. Weakness to heat



Roll anatomy, on fail, operate at 0 speed and ? skill, on success operate at ? speed and ? skill



The psychic energy can be transformed into body, mind, or sense-altering effects at the anatomical level.

Expel Effect

10 + #

To expel the effect, you need to get a check of 10 + the magnitude of the effect is dispelled



Crops will grow twice as large and fast in this area and will be warded off check diseases.



Crops will produce half as high and fast in this area and will be prone to diseases.



You grant a bonus to all (stat) checks by +1



You grant a negative to all (stat) checks by -1

Experience in Skill


0pt = Untrained, 1pt = Trained, 2pt = Professional, 3pt = Master

Skill Boost


+1 towards the skill of choice, this is an external bonus

Stat Boost


+1 towards the stat of your choice

Character Boost


+1 towards all of these characters checks, this is an external bonus



Heal 1 damage from the stat of choice



10pt + targets Character pts added together = target comes back to life with 1 health in each stat

Apport Life


Cost equals the number of ability points you invest + 10. You gain (check total -10) character points to make lifeforms.



To grant an item 1 item point to spend on improving its core abilities through elemental power



To grant an item 1 item point to spend on improving its core abilities through tech

Artificial Life


Cost equals the number of ability points you invest + 10. You gain (check total -10) character points to make artificial life.



For each pt, the golem has 1pt in mind and sense, and 1 ability in both stats.

Cardiac Arrest


You suffer extreme pain, attempt anatomy, and lose all actions/movement. Attempt anatomy, on 3 failures you die.

Change Direction


Forward becomes backward, up becomes down, or left becomes right.


(Character lvl)

You create a clone of yourself that's aware of its situation and carries out your will. You do not telepathically control it.

Sense Emotion


Can read the target's emotions.



Can read and speak with the targets surface thoughts

Read Mind


Can access any select memory for each success (Including current)

Mind Control


10pt flat rate = You control the target turn and actions

Lucky Roll


Targets next roll become an auto 10

Unlucky Roll


Targets next roll become an auto 1

Inflict Advantage


Target gains advantage

Inflict Disadvantage


Target gains disadvantage

Lucky 10s


10’s automatically succeeded ( succeed by 1)

Unlucky 1s


1’s are an auto failure ( fail by 1 )

Probability Control


Increase or decrease the probability an event will occur by 1 for every pt after 1, pt go to “accuracy” not magnitude

Demi Plane


Excess points go towards parameter Size to determine how large your demi-plane is. The size is 9 tiles of solid ground.

Apport Item


Cost is equal to the number of ability points you invest + 10. Use the Item creation guidelines.



Done through the strong nuclear force, allowing you to bind proton and neutrons together

Dimension Walk


Travel to a specific alternate dimension within your relative space



The area specified begins to attract metallic objects within a radius based on the AOE. 

Create Law


The fabrics of reality are altered and specific actions/effects are/aren’t possible in this area. (Example: No nudity in 100ft)



You can react to actions seen this way with +1 for every 5 pts.

Pocket Dimension


Excess points go to the parameter Magnitude to determine how much weight it can carry. 10lbs. *2 for every pt past.



Flat Rate = Teleport a single target 15ft



Movement and Action checks operate at ?.



Target movement becomes 0 and stops in place.



The target can't move or perform actions.



Targets froze in space and time.

Rewind Movement


Target's last movement phase is undone.

Rewind action


Target's last action is undone.

Rewind Turn


Target’s last turn is undone

Extra Movement


The target gains an extra movement phase

Extra Action


The target gains an extra action. 1/turn

Extra Turn


The target gains an extra turn. 1/turn

Remove Movement


Target loses movement phase

Remove Action


target loses an action

Remove Turn


Target loses a turn

Arcane Channeling

1 Action

You can use Arcane Element without the 50% penalty for this action.

Arcane Energy


A universal power source that can be turned into any elemental power by an element user.

Keyword Examples

Categorical, Sub-Categorical, and Verb-based keywords can chain words together.

Examples of Categories

Categories are blanket nouns that can encompass multiple nouns within them.

Category (noun)


Range Weapons

Use of weapons that can engage targets beyond reaching distance.

Melee Weapons

Use of weapons that can engage targets within reaching distance.

Land Vehicles

The control and operation of a land vehicle

Martial Arts

Various physical skills that defend or attack


To be a thief, or steal something


The act or process of demolishing

Flying Vehicles

The control and operations of a flying vehicle

Knowledge (X)

Info acquired through experience/education

Profession (X)

A paid occupation that requires training

Examples of Sub-Categories

Sub-Categories are more specific nouns and can fit within the category of an existing noun.

Sub-Category (Sub-noun)



A sport involving strenuous physical exercise to strengthen and enlarge the muscles of the body.


An action that is performed in response to a stimulus and without conscious thought


The act or process of identifying the presence of something concealed

Modern Dancing

a free, expressive style of dancing started in the early 20th century as a reaction to classical ballet

Muay Thai

This discipline is known as the "art of eight limbs" as it is characterized by the combined use of fists, elbows, knees, and shins


an even distribution of weight enabling someone or something to remain upright and steady


Take without permission or legal right and without intending to return it


Cause (someone) to do something through reasoning or argument.


Capacity to gain an accurate and deep intuitive understanding of a person

Examples of Verbs

Verbs are actions you're capable of performing.

Verb (Verb)



avoid (someone or something) by a sudden quick movement.


obtain or bring about by discussion.


find an answer to, explanation for, or means of effectively dealing with (a problem or mystery).


prepare (food, a dish, or a meal) by combining and heating the ingredients in various ways.


Mark on a surface, typically paper, with a pen, pencil, or similar implement.


Strike with the fist.


push oneself off a surface and into the air by using the muscles in one's legs and feet.


put or keep out of sight; conceal from the view or notice of others.


cut with a violent sweeping movement, typically using a knife or sword.

Ability Examples

Below is a list of examples for each Ability in the system.

Examples of Passives

The more specific skill is, the more points granted. You may be trained in a category, professional in a sub-category, or master in verbs with 1 character point 

Name & Skill








































Examples of Circumstances

Each of these abilities only costs 1 character point to have.






Death's Door Defence



If I lose half my health or more

Advantage on defense checks

Persuasive Dance



5 minutes of dancing;

Advantage personality 1 round

Blade Dance




Advantage with Blades for 1 minute 

Brick Power



If when I use Solids, I make a brick

I gain advantage

Practiced Swordsman



5 minutes practice swinging

advantage with blades and resist slashing.

Sudden Resistance




resistance to pierce, bludgeon, and slash

Practiced Echo Location


Ritual + Event

If I do 5 mins of clicking & close my eyes

Echolocation Mastery

Advanced Rapid Dodging


Event + Limited_Use

1/day when attacked from  5-40 ft

Dodge Mastery + Teleport adjacent to the target.

Practiced Punches


Limited Use + Ritual

Spend 5 minutes punching 1/day

advantage to Punch + 1 for 1 minute.

Retaliatory Energy Power


Event + Ritual + LimitedUse

Pray 5 mins, 1/day, when dodging

Mastery in Energy w/advantage for 1 minute

Examples of Activators

Each of these abilities only costs 1 character point to have.

Action Type



Free Action


+1 Magnitude

Free Action


*3 range

Free Action


*2 AOE

Move Action


gain 1 minute to the duration 

Move Action


gain *2 *2 size

Move Action


gain Reach * 2



use Creating and Summoning



use Duplicate and Concentrate



magnitude +3



Target +8 more targets

Racial Creation

Step #1: Invest several character points 

Step #2: Spend points on general skills and abilities

Step #3: Determine stat totals. 1 ? * base stat ^

Step #4: Write their lore and mannerisms

Step #5: Get Dm approval

When creating a race the typical physical restrictions that abilities have don’t apply and you may choose to add additional appendages or have specific and advanced abilities. Each race typically has the two basic skill types for each stat in addition to others to make them more custom. Races that don’t have one of the 6 basic skills are usually races with rare physical circumstances, such as they can’t walk and can only fly, making athletics pointless. Those without bodies won’t need to make any anatomy checks. Those without intelligence and operate from direct orders don't need the intelligence skill, those without distinct personalities don’t need the personality skill, those who can’t act quickly or more than once per turn don’t need the action skill, and those who aren’t capable of awareness based checks such as vehicles or plants have no awareness skill.

List of Races

Human     12 Character pts

Body 4/6Mind 4/6Sense 4/6

AthleticsT Intelligence TAwareness TAnatomyTPersonality   TActionT

(2 float body)(2 float mind)(2 foat sense)

Homunculus     15 Character pts

Body 5/8Mind 5/8Sense 5/8

AthleticsTIntelligence TAwareness T

AnatomyTPersonality TAction T

(3 float body)(3 float mind)(3 foat sense)

Minor Elemental     15 Character pts

Body 2/4Mind 11/00Sense 2/4

AthleticsTIntelligence TAwareness T

AnatomyTPersonality TAction T

Element (any) T

8 floating mind pts

Nephilim       18 Character pts

Body 6/9Mind 6/9Sense 6/9

AthleticsTIntelligence T Awareness T

AnatomyTPersonality T Action T

Defense MElement (Arcane) M Truesight M

Stonework TElement (New) T Precognition (C1)

Primordial Elemental  20 Character pts

Body 2/0Mind 20/00Sense 2/0

Element step(verb)M Intelligence M Awareness T

AnatomyTPersonality M Action T

Defense TElement (Core) M +1Elemental Sight M

2 floating body pt10 float mind pt2 float sense pt

Item Creation

Start by picking an Item type, then make abilities based on the recommendations. Like characters, Items have stats based on the number of points in it

Ranged Weapon: Parameters:(Range/Magnitude/Copy/AOE) Effects:(Defense, Material, Damage)

Melee Weapon: Parameters:(Magnitude/AOE)

Effects:(Defense, Material, Damage_Type)

Armor: Parameters:(Magnitude)

Effects:(Defense, Material) Bonuses:(Any)

Gadget: Parameters: (any) Effects: (any) 

Consumables: Parameters: (any) Effects: (any)

Vehicle: Parameters (Size/Magnitude)

 Effects: (Experience, Defense, Material)

When creating items you need to keep in mind what the item is made of first and foremost, as those will be turned into skills and ranked based on the amount of use each part of the item gets, for example, the wood on a sword handle might be lower ranked than the steel of the blade, because the blade is needed for significantly more tasks than the singular task of holding wood, Simultaneously you can add skills that generate specific effects for items, such as sharpness for a sword, which allows you to use the swords check instead of your own when making a check against someone else's defense check

List of Items

Compact Bow4 Item pt

Body 2/3Mind 0/0Sense 2/3

WoodTRange Inc(27 tiles)(A2)


Steel LongSword4 Item pt

Body 4/6Mind 0/0Sense 0/0

Steel   P

Sharpness  P

Steel Plate Mail4 Item pt

Body 4/6Mind 0/0Sense 0/0


5 min to equip. Resist Slash/Pierce/Bludgeon by weapons (C1)

Grappling Hook4 Item pt

Body 1/2Mind 0/0Sense 3/5

HookTRange Inc(9 tiles)(A2)

Grapple (verb) M

Healing Potion4 Item pt

Body 1/2Mind 3/4Sense 0/0

Glass THealing Fluid (A3) – 1 time use, when drank,

Bicycle4 Item pt

Body 4/6Mind 0/0Sense 0/0


Drive (Verb) M

Stungun4 Item pt

Body 1/2Mind 0/0Sense 3/5

IronTStunner (C3)

15 Core Elementals

When manipulating an existing Element with the same element type, you’re considered bending1-time and aren’t required to pay the extra costs that come with summoning something or creating something from scratch. When using most skills you base it on the Noun tied to it, for the elements you’re given an array of powers, effects, and concepts to use as a means of what the power is capable of, it’s mostly up to the DM and Players imagination.

Tier 1


Solid matter is Stone, Tin, Copper, Bronze, Iron, Steel, Gold, Silver, Crystal, Gem, Carbon, Ice, Wood, Rubber, & Plastic. Solid is a Tier 1 Element, meaning it is a core element and existed at the beginning of creation, and the other elements were created from combining them in different ways

Common Effects:


The liquid matter is Water, Blood, Mercury, Alcohol, Wine, Mead, Syrup, Vinegar, Sweat, Gasoline, Acetone, Poison, Venom, Acid, & Nitrogen. This element focuses on 

The liquid is a Tier 1 Element, meaning it is a core element and existed at the beginning of creation, and the other elements were created from combining them in different ways

Common Effects:


gaseous matter is Nitrogen, Oxygen, Helium, Argon, Nitrous Oxide, Smoke, Steam, Butane, Carbon Dioxide, Freon

Gas is a Tier 1 Element, meaning it is a core element and existed at the beginning of creation, and the other elements were created from combining them in different ways

Common Effects:


An energy source is Thermal, Electric, Kinetic, Radiation, X-Ray, Sound, Light, Dark, Chemical, Elastic, Potential, Aura, Psychic, Mechanical, Elemental (must exist in the form of energy)

Energy is a Tier 1 Element, meaning it is a core element and existed at the beginning of creation, and the other elements were created from combining them in different ways

Common Effects:

Tier 2


Plant, Animal, Insect, Brain, Muscle, Vein, Blood, Bone, Flesh, Wood, Virus, Rot, Disease, Limb, DNA, Organ, Tumor.

Combination of two elements, those two being liquid and solid. Common Effects:


Spirit energy, Consciousness, Awareness, Life, Death, Afterlife, Healing, Reviving, Animation, Binding, Sealing, Pacts, Seance, Summon, Possess.

Combination of two elements, those two being liquid and gas. Common Effects:


Psionic Energy, Mind, Will, Thought, Telekinesis, Telepathy, Precognition, Scrying, Enhancements, 

Combination of two elements, those two being liquid and energy. Common Effects:


Source of holy and unholy power, worship, blessings, and curses.

Combination of two elements, those two being solid and gas. Common Effects:


The power over chance, destiny, luck, accidents, circumstance, protection, enhancement, action, heroism,  and probability.

Combination of two elements, those two being gas and energy. Common Effects:


The power over-functioning objects and items, such as range weapons, melee weapons, buildings, machinery, inventions, art, armor, vehicles, gadgets, consumables, artifacts, technology, artificial life, golems, and objects.

Combination of two elements, those two being solid and energy. Common Effects:

Tier 3


Strong nuclear force, weak nuclear force, gravitational, electromagnetism, normal, friction, tension, spring, applied, resistance, torque, centrifugal, Coriolis, elastic, equilibrium.  

Force is a Tier 3 Element, meaning it is a combination of three elements, those three being solid, energy, and gas

Common Effects:


Size, shape, storage, pocket dimension, domain, teleportation, portal, intangibility, alternate, clone, telekinesis, demi-plane, 2d, 3d, 4d

Dimension is a the Tier 3 Element, meaning it is a combination of three elements, those three being liquid, energy, and gas

Common Effects:


Age, preserve, stop, speed, slowing, pause, fast forward, rewind, view timeline, time travel, precognition, post cognition, age, decay, wither.

Time is a Tier 3 Element, meaning it is a combination of three elements, those three being solid, energy, and liquid

Common Effects:


The laws of nature. Such as reversing effects, changing damage to healing, or healing to damage, creating laws, reversing actions or movement, making up go down, down go up, forward go back, back go forward, left go right, right go left, time move backward, or even create alternate realities.

Reality is a Tier 3 Element, meaning it is a combination of three elements, those three being solid, liquid, and gas

Common Effects:

Tier 4


Encompasses all elements, but operates at ? the effectiveness.

Arcane is a Tier 4 element, meaning it’s a combination of solid, liquid, gas, and energy. 

The Arcane element is often used by those who have an extremely expansive knowledge of the Megaverse and how it functions. When an arcane element user is using his power in a way he hasn’t before he has to make an intelligence or element check to see if they’ would know-how


 Arcane channeling is not autonomously, physically, or mentally detectable, and thus cannot be reacted to.

Tier 5


The 16th honorary Element

Animus is not one of the core elements, but a new one made from all of them.

This is the power of consent, nirvana, nothingness, infinity, and omnipotence.

DM’s should not allow the use of an animus element user among players due to its power and the specific ways of utilizing it. Actions through Animus require consent from you, and then the target. If you plan to kill, the enemy needs to be willing to die by you, often leading those who follow Animus to initiate duels where the rules are clear and there’s a verbal agreement. However consent can be revoked, and if so, your attacks will pass through and become corporeal, not even affecting the world to avoid the risk of interference. However, the power accessible by following these rules is infinite, all skills become max rank with the highest + bonus allowed unless your character “wills” them to be weaker. Luckily there’s a power cap and the rules of consent can be trying, as some locations such as private property and holy ground you can’t walk on without prior permission.

Terms and Definitions

Untrained – A skill with no points in it, provides an x .5 stat bonus.

Trained – A skill with 1 point, it and provides an x 1.0 stat bonus

Professional – A skill with 2 pts in it, it provides an x 1.5 stat bonus

Master – A skill with 3 points invested, it provides an x 2.0 stat bonus

Proficient Well advanced in art or branch of knowledge.

Profession – Occupation involving prolonged training.

Campaign – A list of characters, races, abilities, etc, and missions

Setting – Core rules of the world and ttrpg

Setting – Predefined world you are playing 

Action – A process of doing something

Movement – How you move and navigate

Body – Everything relating to physique and anatomy.

Sense -Everything relating to a character’s senses or reflexes.

Mind – Everything relating to knowledge and personality.

PassiveStatement: Experience in Category.

SkillA passive ability that has Experience

ExperienceUntrained, Trained, Professional, and Master.

CategoryA noun containing two or more sub-categories in it.

ConditionalIf an Event occurs you gain/give an Effect.

Trigger – Nickname for a Conditional.

EventA planned occasion that can’t happen every time (+1)

EffectAnything that happens as a result of in-game interactions

Activator For an action type, increase a parameter.

Sub-Categorya verb being performed by a Category.

Parameteran effect within a Sub-Category.

Advantage – Roll twice, pick the higher of the two rolls

Disadvantage – Roll twice, pick the lower of the two rolls

Reroll – After seeing your dice roll, you may choose to reroll

Resist – You suffer ? of the effects instead of x1

Weakness – You suffer twice the effectiveness instead of x1

Racial Abilities – Abilities that are made specifically for a race

Character AbilitiesAbilities made specifically for a character.

Dice – the 10 sided dice you roll to factor in chance.

Abilities – A statement made of two keywords that grant/spend pts.

Progression – Used to determine how you level up or gain abilities.

Rules – A restriction often associated with Skill, Race, or Characters.

Latent Knowledge– Knowledge that’s loosely connected to the skill.

Restricted Knowledge– Knowledge that has to be obtained.

Inaccessible Knowledge– Knowledge that cannot be obtained.

Permanency – limited to making 4 actions permanent.

Property of Scott Brown

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