Elemental types can be utilized by almost anything, although some creatures have more restrictions than others.
Creatures with an Elemental type as its Primary type regains PP through taking Extended Rests. The Majority of Elemental Moves are At-Will or EOT frequency.
Normal
Normal is the “mundane” type. Normal objects tend to be boring and lack special properties – if you’re looking at an object and it doesn’t fit into most types, it’s probably a Normal object. However, Normal energy is the most malleable and can easily transform into other types – in its malleable state it is known as “Origin Energy”.
Physical Example: A computer, glass, most furniture
Special Example: Sound waves, Light, Origin Energy
Attacks: Most Normal attacks are simply striking something or blasting it with sound or light. A few moves, such as Judgment, Transform, and Tri Attack, involve Origin Energy.
Type Interactions: Normal objects have no special interactions with other types unless they are imbued with Origin Energy, which allows its type to be changed to any other.
Electric
The Electric type consists of pure electricity and ‘overcharged’ objects. An object is ‘overcharged’ by being imbued with electricity or from having a high natural charge, such as certain metals and crystals. An object must be able to conduct electricity easily to become ‘overcharged’.
Physical Example: An ‘overcharged’ metal rod, quartz/graphite with an electric current running through it
Special Example: Electricity
Attacks: Physical Electric attacks involve imbuing an object or the user with electricity and striking. Special Electric attacks involve blasting a target with pure electricity.
Type Interactions:
Fire: Electrical currents that impact flammable objects can cause them to become aflame, and can burn objects that are not easily flammable. Flashes of electricity are hotter than almost any flame, but do not exist long enough to significantly heat the air around them.
Flying: Electricity is the only phenomenon that can destroy Special Flying-type objects.
Grass: Plants are capable of generating electricity through photosynthesis, but this cannot be harnessed without special machines that slowly draw energy out of the plant’s roots. Plants generate electricity according to their size, detailed in the below table. If more than a day’s worth of Power Units are taken from a plant a time, the plant immediately dies and wilts.
Plant Size
Maximum PU per Day
Mini
–
Tiny
–
Small
0.1
Medium
0.2
Large
0.4
Huge
0.6
Massive
0.8
Gigantic
1
Ground: Electricity striking a Ground-type substance is completely negated, unless it is striking mud. Due to its moisture content, mud is not immune to electricity and takes neutral damage from it. It still cannot conduct electricity, only be destroyed by it.
Ice: Electricity that travels through conductive materials that are below freezing travels more efficiently and quickly. At absolute zero, no electricity is wasted.
Rock: Certain crystals and ceramics excel at holding an electric charge and are capable of becoming ‘overcharged’, gaining the Electric-type.
Steel: The majority of metals are capable of becoming ‘overcharged’ as long as they remain in contact with a source of electricity, gaining the Electric-type. Certain metals are capable of holding a charge even after being disconnected from a power source. ‘Overcharged’ metals are almost always hot to the touch. The hotter a metal, the more quickly it loses its charge, and vice versa.
Water: Water is an excellent conductor up to a certain point; if it becomes too dirty it gains the Ground-type and is Neutral to Electric attacks, while if it becomes too pure it becomes an insulator and Resists Electric attacks. When an Electric attack strikes water, it becomes an AoE attack, where the radius of the attack is equal to the damage dealt. Water that is pure enough to insulate is extremely rare, typically only found underground.
Fire
The Fire type consists of pure flames, smoke, and objects that are over 500 degrees Celsius. Any object that surpasses this threshold gains the Fire-type, assuming it can still hold its form.
Physical Example: A lit lantern, a hot metal rod, a torch
Special Example: Fire, extremely hot air, lava, smoke, steam
Attacks: Physical Fire attacks involve imbuing an object or the user with flames and striking. Special Fire attacks involve blasting a target with fire or heat.
Type Interactions:
Electric: Electrical currents that impact flammable objects can cause them to become aflame, and can burn objects that are not easily flammable. Flashes of electricity are hotter than almost any flame, but do not exist long enough to significantly heat the air around them.
Flying: Physical Flying-type objects doubly resist all Fire-type attacks, as heat does not diffuse well through them. If air exceeds 50 degrees Celsius, it gains the Fire-type, rises twice as quickly, and becomes capable of spreading small burning materials through the air, such as embers or wood.
Grass: Grass-type objects that are on fire cause the flame to spread to every Grass-type object adjacent to it, unless the object is wet. If a Grass-type object is destroyed by fire, it increases the Yield of the ground it covers by +1. Dead Grass objects burn twice as quickly and are doubly weak to Fire, becoming On Fire upon exposure to any Fire damage.
Ground: Ground-type substances excel at putting out fires, dousing them. Mud that is exposed to fire or hot air over a period of time (typically minutes) dries out into Hardened Mud, halving in volume.
Ice: Ice-type objects that are exposed to a Fire-type object melt depending on the magnitude of the flame – for every Tier the heat of the object is greater than the Ice-type object’s Tier, it melts twice as quickly, becoming water. Tier 4 fire instantly evaporates ice.
Poison: Poison-type objects that are on fire release smoke that is purely Poison-type.
Rock: Rocks that cover flames can douse them. Rocks that are covered in water do not resist Fire-type attacks and tend to have shards fly off when being heated rapidly. If a rock is saturated with water (typically over a period of years), it can even explode. When a Rock-type object is destroyed by heat, it melts and can turn into lava, which is Rock/Fire.
Steel: When a Steel-type object is destroyed by heat, it melts and turns into molten slag, which is Fire/Steel. Some man-made steels actually resist Fire instead of being weak to it, and only melt when destroyed by a Tier 4 flame – destroying them with lesser flames just breaks them.
Water: Water has different effects on flames depending on the fire’s fuel – burning solids are doused, while burning liquids are spread depending on how much water is added to the liquid. If water begins to boil, it gains the Fire-type. Water that makes contact with flames causes the water to evaporate into steam, which also gains the Fire-type. If the flame contacting the water is Tier 4, the water is instantly vaporized, creating no steam.
Flying
The Flying type consists of wind and ‘solid’ air. Wind can be found worldwide, but Physical Flying-type objects do not occur naturally and are created chemically or magically. When Special Flying-type objects reach 0 HP, they are dispersed instead of destroyed.
Physical Example: Aerogel, ‘solid’ air
Special Example: Wind, stagnant air
Attacks: Physical Flying attacks involve striking with such speed that the air around the point of impact is compressed rather than displaced. Special Flying attacks utilize cutting or forceful winds.
Type Interactions:
Electric: Electricity is the only phenomenon that can destroy Special Flying-type objects.
Fire: Physical Flying-type objects doubly resist all Fire-type attacks, as heat does not diffuse well through them. If air exceeds 50 degrees Celsius, it gains the Fire-type, rises twice as quickly, and becomes capable of spreading small burning materials through the air, such as embers or wood.
Ice: Specially prepared physical Flying-type objects doubly resist all Ice-type attacks instead of being weak to them, as cold does not diffuse well through them. Air that is colder than its surroundings sinks.
Poison: Special Flying-type objects that are exposed to Poison-type energy over a period of time (days to seconds, depending on its Tier) become polluted, gaining the Poison-type. If this polluted air remains in the atmosphere long enough, it can generate acid rain.
Rock: Soft rocks (sandstone and mudstone) can be eroded by Tier 1 winds over thousands of years to become sand. Tier 2 winds do so in hundreds of years, Tier 3 winds in years, and Tier 4 winds in months.
Water: Physical Flying-type objects are doubly weak to all Water-type attacks, as water easily dissolves them. If prepared properly, they instead are doubly resistant to Water-type attacks.
Grass
The Grass type consists of all plant life and the energies that come from them. Grass energy is gathered from the sun and capable of sucking the nutrients out of other life.
Physical Example: Grass, trees, flowers, large leaves or seeds
Special Example: Magical plants, small leaves, Grass energy
Attacks: Physical Grass attacks involve hitting them with large plants or body parts imbued with Grass energy. Special Grass attacks involve sucking the life out of targets or assailing them with magical plants.
Type Interactions:
Electric: Plants are capable of generating electricity through photosynthesis, but this cannot be harnessed without special machines that slowly draw energy out of the plant’s roots. Plants generate electricity according to their size, detailed in the below table. If more than a day’s worth of Power Units are taken from a plant a time, the plant immediately dies and wilts.
Plant Size
Maximum PU per Day
Mini
–
Tiny
–
Small
0.1
Medium
0.2
Large
0.4
Huge
0.6
Massive
0.8
Gigantic
1
Fire: Grass-type objects typically become On Fire when reaching 50% Max HP from Fire-type damage. Grass-type objects that are on fire cause the flame to spread to every Grass-type object adjacent to it, unless the object is wet. If a Grass-type object is destroyed by fire, it increases the Yield of the ground it covers by +1. Dead Grass objects burn twice as quickly and are doubly weak to Fire, becoming On Fire upon exposure to any Fire damage.
Ground: The majority of plants grow in Ground-type substances that have a Yield of at least 0, typically nourishing the earth to make it easier to grow in the future. Some plants penetrate deep into the earth, causing certain areas of topsoil to be Grass-type instead. The Sprouter capability can quickly create plants that cause this change. Too many plants competing for resources can cause soil’s Yield to decrease.
Ice: Only the hardiest of plants can survive in permafrost. Permafrost that is covered by Grass-type topsoil will not melt under normal circumstances.
Poison: Plants that die from pollution cause topsoil or water it is in contact with to gain the Poison-type.
Rock: Some plants are capable of growing on rocks without harming them.
Water: Plants need water to survive, but are susceptible to overwatering – this threshold depends on the plant. Overwatered plants lose 1 HP per day. Many plants are immune to this and thrive in watery environments.
Ground
The Ground type consists of soil, clay, sand, and mud. Naturally, these can be found almost anywhere in the world.
Physical Example: Soil, clay, sand
Special Example: Mud
Attacks: Physical Ground attacks involve striking something with earth-moving force or manifesting earth/sand. Special Ground attacks involve turning the ground into mud and flinging it at the opponent, or erupting raw Ground energy from cracks/holes.
Type Interactions:
Electric: Electricity striking a ground-type substance is completely negated, unless it is striking mud. Due to its moisture content, mud is not immune to electricity and takes neutral damage from it. It still cannot conduct electricity, only be destroyed by it.
Fire: Ground-type substances excel at putting out fires, dousing them. Mud that is exposed to fire or hot air over a period of time (typically minutes) dries out into Hardened Mud, halving in volume.
Grass: The majority of plants grow in Ground-type substances that have a Yield of at least 0, typically nourishing the earth to make it easier to grow in the future. Some plants penetrate deep into the earth, causing certain areas of topsoil to be Grass-type instead. The Sprouter capability can quickly create plants that cause this change. Too many plants competing for resources can cause soil’s Yield to decrease.
Ice: Mud that is frozen or exposed to an Ice effect for a long period of time (typically years) is turned into permafrost. Tier 2 Ice effects can do this in days, Tier 3 effects in hours, and Tier 4 effects in minutes.
Poison: Soil that is exposed to Poison energy over a period of time (typically minutes) becomes contaminated, reducing its Yield to -1 and making the ground gain the Poison-type.
Rock: If something rocky is reduced to small enough pebbles and then exposed to water over a period of time (typically minutes), it will become mud or sand, depending on the makeup of the rock and water. If mud is left to dry long enough for plants to grow in it (typically days), it becomes soil with 0 Yield.
Steel: Soil that is exposed to toxic heavy metals, such as mercury, copper, silver, and lead, over several days becomes contaminated, reducing its Yield to -1 and making the ground gain the Poison-type.
Water: If half of a body of water’s volume is filled with soil, clay, or sand, it becomes mud. Water attacks targeting the ground can also create mud according to the attack’s AoE. If half of a body of water’s volume is filled with mud, the water becomes too dirty to drink and gains the Ground-type.
Ice
The Ice type consists of ice, freezing wind, snow, and objects that are below 0 degrees Celsius. Any object that surpasses this threshold gains the Ice-type. If an object is below -100 degrees Celsius, it instead gains the Permafrosted status.
Physical Example: Solid ice, solid objects below -100 degrees Celsius
Special Example: Freezing wind, snow, liquids or gases below freezing
Attacks: Physical attacks involve striking with solid ice or an extremely cold object. Special attacks involve blasting the target with cold winds, snow, or pure Ice energy.
Type Interactions:
Electric: Electricity that travels through conductive materials that are below freezing travels more efficiently and quickly. At absolute zero, no electricity is wasted.
Fire: Ice-type objects that are exposed to a Fire-type object melt depending on the magnitude of the flame – for every Tier the heat of the object is greater than the Ice-type object’s Tier, it melts twice as quickly, becoming water. Tier 4 heat instantly evaporates ice.
Flying: Specially prepared physical Flying-type objects doubly resist all Ice-type attacks instead of being weak to them, as cold does not diffuse well through them. Air that is colder than its surroundings sinks.
Grass: Only the hardiest of plants can survive in permafrost. Permafrost that is covered by Grass-type topsoil will not melt under normal circumstances.
Ground: Mud that is frozen or exposed to an Ice effect for a long period of time (typically years) is turned into permafrost. Tier 2 Ice effects can do this in days, Tier 3 effects in hours, and Tier 4 effects in minutes.
Poison: Air that is Poison-type is especially dense and stays low to the ground in near-freezing temperatures.
Rock: If a rock with cracks in it is covered with water and frozen, it loses 3 DR. This can be repeated to greatly weaken an area of stone. Rocks that are simply exposed to sub-freezing and warm temperatures regularly will crack and chip over time.
Steel: Steel that is exposed to Tier 1 Ice effects loses 1 DR per day. If removed from ongoing Ice effects, it regains 1 DR per day until it returns to normal. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second. Certain materials such as aluminum, gold, silver, and copper, do not suffer these effects.
Water: Placid water that is exposed to Tier 1 Ice effects turns into ice in minutes. Tier 2+ effects cause this change in seconds. Running water or water with large amounts of particulate do not freeze until exposed to Tier 3 Ice effects. Frozen water expands in volume by 10% and can damage objects from the inside out. Ice always floats on water.
Poison
The Poison type consists of caustic liquids/gases, poisons, sludge, and other forms of pollution/corruption.
Physical Example: Weapons coated in poison, garbage
Special Example: Acid, poisonous liquids/gases, sludge
Attacks: Physical attacks involve coating an edge in poison and striking, or blasting a target with garbage. Special attacks involve spraying a target with acid.
Type Interactions:
Fire: Poison-type objects that are on fire release smoke that is purely Poison-type. If this polluted smoke remains in the atmosphere long enough, it can generate acid rain.
Flying: Special Flying-type objects that are exposed to Poison-type energy over a period of time (days to seconds, depending on its Tier) become polluted, gaining the Poison-type. If this polluted air remains in the atmosphere long enough, it can generate acid rain.
Grass: Plants that die from pollution cause topsoil or water it is in contact with to gain the Poison-type.
Ground: Soil that is exposed to Poison energy over a period of time (typically minutes) becomes contaminated, reducing its Yield to -1 and making the ground gain the Poison-type.
Ice: Air that is Poison-type is especially dense and stays low to the ground in near-freezing temperatures.
Rock: Rocks that are exposed to Tier 1 Poison effects lose 3 DR per day. If removed from ongoing Poison effects, it regains 1 DR per day until it returns to normal as the weakened rock chips away. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second.
Steel: Steel that is exposed to Tier 1 Poison effects loses 1 DR per day. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second. Certain materials such as copper, nickel, and stainless steel do not suffer these effects, as they do not corrode easily.
Water: Water becomes polluted when in contact with a Poison-type object or effect. A body of water is completely polluted when 50% of it is in contact with a Tier 1 Poison effect; 25% for Tier 2 effects; 10% for Tier 3 effects; 1% for Tier 4 effects. Running water, such as rivers, will naturally wash away the pollution into a greater body of water unless there is a source of pollution in constant contact with it. Polluted water gains the Poison-type and is undrinkable unless noted otherwise. Some kinds of pollution, such as oil spills, may make it possible to set surface water aflame. Water can be purified through filtration, boiling, distillation, UV rays, or special pills/liquids, causing it to lose the Poison-type and become drinkable.
Rock
The Rock type consists of rocks, minerals, fossils, and the natural energies that come from them. Rocks that lose all their DR become 1 step weaker (Hardened Rock would become regular Rock, etc.), but remain at 0 DR.
Physical Example: Rocks, minerals, fossils
Special Example: Fossil energy, lava, gem energy
Attacks: Physical attacks involve hitting a target with rocks from the area or imbuing a body part with energy to make it as hard as stone. Special attacks involve blasting a target with ancient/gem energy or molten rock.
Type Interactions:
Electric: Certain crystals and ceramics excel at holding an electric charge and are capable of becoming ‘overcharged’, gaining the Electric-type.
Fire: Rocks that cover flames can douse them. Rocks that are covered in water do not resist Fire-type attacks and tend to have shards fly off when being heated rapidly. If a rock is saturated with water (typically over a period of years), it can even explode. When a Rock-type object is destroyed by heat, it melts and can turn into lava, which is Rock/Fire.
Flying: Soft rocks (sandstone and mudstone) can be eroded by Tier 1 winds over thousands of years to become sand. Tier 2 winds do so in hundreds of years, Tier 3 winds in years, and Tier 4 winds in months.
Grass: Some plants are capable of growing on rocks without harming them.
Ground: If something rocky is reduced to small enough pebbles and then exposed to water over a period of time (typically minutes), it will become mud or sand, depending on the makeup of the rock and water. If mud is left to dry long enough for plants to grow in it (typically days), it becomes soil with 0 Yield.
Soft rocks (sandstone and mudstone) can also be eroded by Tier 1 winds over thousands of years to become sand. Tier 2 winds do so in hundreds of years, Tier 3 winds in years, and Tier 4 winds in months.
Ice: If a rock with cracks in it is covered with water and frozen, it loses 3 DR. This can be repeated to greatly weaken an area of stone. Rocks that are simply exposed to sub-freezing and warm temperatures regularly will crack and chip over time.
Poison: Rocks that are exposed to Tier 1 Poison effects lose 3 DR per day. If removed from ongoing Poison effects, it regains 1 DR per day until it returns to normal as the weakened rock chips away. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second.
Water: Rocks are eroded by water over thousands of years. Rocks that are submerged in water for several years become waterlogged, growing heavier.
Steel
The Steel type consists of metals and reflective energy, which is similar to light. Steel-type objects that lose all their DR become 1 step weaker (Regular Iron would become Weakened Iron, etc.), but do not regain any DR.
Physical Example: Iron, steel, copper, most metalloids
Special Example: Mercury, ‘reflective energy’
Attacks: Physical attacks involve hitting a target with metal or an extremely hardened body part. Special attacks involve blasting a target with reflective energy or liquid metal.
Type Interactions:
Electric: The majority of metals are capable of becoming ‘overcharged’ as long as they remain in contact with a source of electricity, gaining the Electric-type. Certain metals are capable of holding a charge even after being disconnected from a power source. ‘Overcharged’ metals are almost always hot to the touch. The hotter a metal, the more quickly it loses its charge, and vice versa.
Fire: When a Steel-type object is destroyed by heat, it melts and turns into molten slag, which is Fire/Steel. Some man-made steels actually resist Fire instead of being weak to it, and only melt when destroyed by a Tier 4 flame – destroying them with lesser flames just breaks them.
Ground: Soil that is exposed to toxic heavy metals, such as mercury, copper, silver, and lead, over several days becomes contaminated, reducing its Yield to -1 and making the ground gain the Poison-type.
Ice: Steel-type objects that are exposed to Tier 1 Ice effects lose 1 DR per day. If removed from ongoing Ice effects, it regains 1 DR per day until it returns to normal. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second. Certain materials such as aluminum, gold, silver, and copper, do not suffer these effects.
Poison: Steel-type objects that are exposed to Tier 1 Poison effects lose 1 DR per day. Tier 2 effects cause DR to drop per hour, Tier 3 effects per minute, and Tier 4 effects per second. Certain materials such as copper, nickel, and stainless steel do not suffer these effects, as they do not corrode easily.
Water: Iron and alloys made from it are vulnerable to rusting. If an object that contains iron is exposed to humid conditions, it loses 1 DR per month. Iron-containing objects submerged in water lose 1 DR per day. If conditions are salty or hot, this rate is doubled. If both, this rate is quadrupled. An object that loses all its DR this way gains the Poison-type.
Water
The Water type consists of… water. Wild, huh?
Physical Example: None, solid water is Ice
Special Example: Water
Attacks: Physical attacks involve hitting a target with a body part imbued with Water energy. Special attacks involve blasting a target with water.
Type Interactions:
Electric: Water is an excellent conductor up to a certain point; if it becomes too dirty it gains the Ground-type and is Neutral to Electric attacks, while if it becomes too pure it becomes an insulator and Resists Electric attacks. When an Electric attack strikes water, it becomes an AoE attack, where the radius of the attack is equal to the damage dealt. Water that is pure enough to insulate is extremely rare, typically only found underground.
Fire: Water has different effects on flames depending on the fire’s fuel – burning solids are doused, while burning liquids are spread depending on how much water is added to the liquid. If water begins to boil, it gains the Fire-type. Water that makes contact with flames causes the water to evaporate into steam, which also gains the Fire-type. If the flame contacting the water is Tier 4, the water is instantly vaporized, creating no steam.
Flying: Physical Flying-type objects are doubly weak to all Water-type attacks, as water easily dissolves them. If prepared properly, they instead are doubly resistant to Water-type attacks.
Grass: Plants need water to survive, but are susceptible to overwatering – this threshold depends on the plant. Overwatered plants lose 1 HP per day. Many plants are immune to this and thrive in watery environments.
Ground: If half of a body of water’s volume is filled with soil, clay, or sand, it becomes mud. Water attacks targeting the ground can also create mud according to the attack’s AoE. If half of a body of water’s volume is filled with mud, the water becomes too dirty to drink and gains the Ground-type.
Ice: Placid water that is exposed to Tier 1 Ice effects turns into ice in minutes. Tier 2+ effects cause this change in seconds. Running water or water with large amounts of particulate do not freeze until exposed to Tier 3 Ice effects. Frozen water expands in volume by 10% and can damage objects from the inside out. Ice always floats on water.
Poison: Water becomes polluted when in contact with a Poison-type object or effect. A body of water is completely polluted when 50% of it is in contact with a Tier 1 Poison effect; 25% for Tier 2 effects; 10% for Tier 3 effects; 1% for Tier 4 effects. Running water, such as rivers, will naturally wash away the pollution into a greater body of water unless there is a source of pollution in constant contact with it. Polluted water gains the Poison-type and is undrinkable unless noted otherwise. Some kinds of pollution, such as oil spills, may make it possible to set surface water aflame. Water can be purified through filtration, boiling, distillation, UV rays, or special pills/liquids, causing it to lose the Poison-type and become drinkable.
Rock: Rocks are eroded by water over thousands of years. Rocks that are submerged in water for several years become waterlogged, growing heavier.
Steel: Iron and alloys made from it are vulnerable to rusting. If an object that contains iron is exposed to humid conditions, it loses 1 DR per month. Iron-containing objects submerged in water lose 1 DR per day. If conditions are salty or hot, this rate is doubled. If both, this rate is quadrupled. An object that loses all its DR this way gains the Poison-type.