Mastery of Elements

Mastery of Elements AN+1 CL
This Action allows you to manipulte and control a speccific element, such as fire, wind, radiation, or magnetism (choose one from the list of elements on p.43 of the core rule book, or work with your GM to invent a new one). The limits of what you can accomplish with a mastery are defined only by your AN, your creativity, and the leniency of your GM.

To begin with, you may record one free "technique" per point of AN. Each technique should represent one type of task that your character can comfortably carry out with their mastery, such as creating a stiff gust of wind to push back opponents, lifting heavy objects with magnetism, or turning stone into molten clay with a mastery of earth. Work with your GM to establish a game mechanic for the type of task in which you have trained; from then on, you can perform that technique without penalty.

Some techniques may be more powerful or useful than others, especially if they emulate an existing Action, such as Telekinesis or Entangle. In these cases you may need to pay additional Cost Levels; consider the base cost of a similar Action as a good guideline and come up with an agreement with your GM.

You can attempt just about any feat with your Mastery, but without experience with a technique, the GM may impose a situational penalty - of anywhere from 1 to 5 or more stones - to represent your unfamiliarity with that type of task. (A good guideline is the cost of the technique + 1 stones.) Large penalties should be applied when a player attempts something potentially game-breaking, such as using a Mastery of Water to boil someone's blood, or using a Mastery of Fire to create flames inside someone's head. With great power comes great responsibility, so for the sake of game balance, the GM should be prepared to say "no".

Common techniques may include:
 * Create Element: Create a mass (consult the Weight row on the Difficulty & Resistance chart for solid or dense elements), or volume (consult the Area row for gaseous or energy-based elements) of your element.  It remains only for a single Page, but you can extend its duration by paying additional stones along the Duration row of the D&R chart.  If instead you pay additional cost levels (typically +1 CL or possibly more for rare elements), material you create is permanent.
 * Move Element: Push or pull a mass or volume of your element Consult the Weight or Area row of the D&R chart for costs relative to mass and volume (as with Create Element, above).  Functions within a default range of 2 (30 yards); pay additional stones for additional range.  This is likely to be the most basic and common task.
 * Shape Element: Craft your lement into basic shapes and forms.  Consult the Weight and Area row of the D&R chart for costs relative to mass and volume (as with Create Element, above); you may need to pay additional stones or combine with an appropriate Action to craft complex items.  If you can also create your element, you can pay an additional cost level for the ability to shape your element for free as you create it.
 * Basic Attack: You can use your Mastery as an attack by exposing your opponents to your element in one way or another.  Stones of effect are compared to defense normally.  Comes with a default range of 2; you can spend additional stones to increase the Range.
 * Barrier: You can create a wall out of your element.  Physical, tangible walls have a Hardness and Resistance equal to stones of effect; walls made out of less tangible substances have no Hardness, but instead deal an attack equal to your stones of effect to anyone and anything foolish enough to try to pass through it.  These barriers have an area of 2 on the Area row of the D&R chart, and last for one Page by default; you can pay additional stones of effect for a larger area or greater duration.  For +1 CL, your barriers are permanent.
 * Hinder: Stones of effect are added to the resistance of any movement into a default Area of 2, or may count as free stones of movement out of the area. Pay additional stones for a greater area.  A master of Wind or Air might blast opponents with a stiff gust of wind; a master of water might do something similar with waves, or with currents if their targets are under water; a master of gravitation might ramp up the effective gravity in the area, pinning opponents to the ground; a master of frictional forces might make the ground slippery and cut air resistance to next to nothing.
 * Entangle: Wrap, cover, or otherwise bind your opponent with your element. This functions just like the Entangle Action, and costs +1 CL.
 * Communicate with Element: You have the ability to "speak" to your element - this obviously works best with things that can feasibly communicate back, such as animals, the dead, etc.
 * Move Anything: Better than just the Move Element task, this functions just like Telekinesis, as long as your element is present.  Costs +2 CL.

Get creative with your specialty tasks, and try to be resourceful during gameplay, too. Most importantly, however, be cooperative with your GM and remember that the GM's word is final.

Note that having a Mastery does not grant you a discount on Flight; however, it will likely justify the "fits with main power" discount if your mode of propulsion is related to your element.