Elemental Power Levels

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


MIB Index | WFRP Index | RPG Index | Home