Air | |
The power of Air is manifest in the fury of the
storm and in strong winds. Close, dank, still air carries very little
of the Element's essence.
Due to the insubstaintial nature of Air, all Backlash suffered as a result of its use is halved. | |
d12-10 | Underwater or otherwise isolated from air |
d8-5 | In a small enclosed area |
d10-5 | In a Great Hall or other large room |
d12-6 | Wooded area or courtyard |
d10-4 | Plains |
d12-4 | Mountaintop or flying, surrounded by air |
-2 | Fetid, dusty, or otherwise poorly-breathable air |
-1 | Stale, stagnant air |
-1 | Per round after the first of drawing power in a sealed, airtight location (max -4) |
+1 | Stiff breeze |
+2 | Strong wind |
+4 | Thunderstorm |
Earth | |
Earth's power is in its stability and solidity. It
is strong in hard rocks and upthrust peaks. Sand and soft soil
diminish the power of Earth and it is nearly nonexistent in marshes.
As the most physically intrusive Element, the proportion of Backlash from Earth energies manifesting as Wounds is increased from 1/5 to 1/4 and the base Backlash will always include at least 1 Wound. | |
d8-7 | Airborne, no contact with the earth or anything connected to it |
d4-3 | On an upper story of a building made of material other than stone |
d6-5 | Swamp or marsh |
d6-4 | Clay or sandy ground, up a tree |
d4-2 | Well-packed dirt |
d3-1 | Hard stone surface |
d4-1 | Within a stone building |
d4 | Underground |
-1 | Cobblestone or other mass of small stones, brick, sandstone |
+1 | Volcanic stone (basalt, obsidian, rhyolite) |
+1 | Boulders or standing stones nearby |
+2 | On a mountain |
Fire | |
Fire is perhaps the most straightforward of
Elements, as its presence is its power. The availability of Fire
energy is almost entirely a matter of how much mundane fire is nearby
and only affected slightly by the flames' temperature.
As Fire is unpredictable and may flare up suddenly, any die that rolls its highest possible result is rerolled, adding the new result to the original roll (e.g., a d6-1 roll of 5 becomes 5 + d6). Any addition to or subtraction from the roll is applied to the total, not to each reroll. This process can continue indefinitely, as with additional damage (WFRP p. 122). | |
d6-5 | No fire present (never rerolls) |
d4-2 | Candle (never rerolls) |
d4-1 | Lamp, lantern |
d6-1 | Torch |
d8-1 | Campfire |
d10-1 | Bonfire (reroll die of 9-10) |
d12-1 | House fire (reroll die of 11-12) |
d20-1 | Forest fire (reroll die of 18-20 |
-1 | Cool flame (alcohol fire) |
+1 | Hot flame (coal fire) |
+2 | Forge, furnace, flame hot enough to melt steel |
Water | |
The cool mass of the ocean provides the energy of Water, as does the power of a fast-flowing stream. It is weak in small bodies of still water. | |
d10-8 | Desert |
d8-6 | Dry plains |
d6-3 | Minimal to moderate vegetation |
d8-4 | Lush vegetation |
d6-2 | Small stream (jumpable) |
d4 | Large stream, small river (max 10 yards wide), pond |
d6 | River (up to 50 yards wide), lake |
d8 | Large river (over 50 yards wide), bay |
d10 | Ocean |
-1 | Stagnant water |
-1 | Dirty water |
+1 | Fast-flowing water |
+2 | Whitewater rapids |
-1 | Hot water |
+1 | Cold water |
+2 | Icy water |
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