Chapter 4: The Elements

Every living creature in Outerah has a specific Element that they are attuned to. Upon creating a character, you roll 1D10 to see which Element has been bestowed upon you. All ten elements have unique perks that can help adventurers in battle and on the road.  Below is a quick access table of the Elemental Perks you will receive!

-You receive an Insignia skill at levels 1, 12, and 24.  
-You receive an Affinity Enchanting (Special Action) at levels 1, 7, 15, 21, 27, and 30.
-You gain proficiency in a specific Talent, adding a Plus Charge on said Talent!
-You gain 2 benefits during your Elemental Weather Effect.

Month

Element

Boon

Bane

Elemental Luck

Proficiency

1

Shadow

Spirit

Light

Dagger, Whip

Nimble Fingers

2

Spirit

Creation

Shadow

Soul Gems, Staff

Belief

3

Creation

Destruction

Spirit

Hammer, Tome

Nature

4

Destruction

Earth

Creation

Axe, Revolver

History

5

Earth

Wind

Destruction

Plate Armor, Shield

Endurance

6

Wind

Water

Earth

Crossbow, Lance

Acrobatics

7

Water

Fire

Wind

Cloth Armor, Item

Survival

8

Fire

Null

Water

Fist, Mail Armor

Coercion

9

Null

Light

Fire

Sport Ball, Quiver

Athletics

10

Light

Shadow

Null

Sword, Wand

Medicine

The Ten Elements: Elemental Boon to Bane Cycle

>Shadow(1)

>Spirit(2)

>Creation(3)

>Destruction(4)

>Earth(5)

>Wind(6)

>Water(7)

>Fire(8)

>Null(9)

>Light(10)

Affinity Enchanting

You are able to harness your inner energy and transfer said Element into your weapon or armor, endowing it with your Elemental Affinity for 1 Turn. If endowing it into your weapon, the attack adds an extra dice damage, regardless if it a Boon or Bane attack.  For that Turn, your weapon damage is converted into the damage of your assigned element.  If endowing it into an armor piece, your elemental resistance is doubled and any uneven damage you receive that pertains to the element which you are bound to, if applicable, is rounded down. If you are already immune to your Elemental Affinity, you will instead heal for the full amount. This counts as a Specialty Action.

  • At Level 1, you are able to perform this 1 time a day. Adds 1D4 damage to your attack. 
  • At Level 6, you are able to perform this 2 times a day. Adds 1D6 damage to your attack. 
  • At Level 11, you are able to perform this 3 times a day. Adds 1D8 damage to your attack. 
  • At Level 17, you are able to perform this 4 times a day. Adds 1D10 damage to your attack. 
  • At Level 23, you are able to perform this 4 times a day. Adds 1D12 damage to your attack.
  • At Level 29, you are able to perform this 5 times a day. Adds 2D8 damage to your attack.

Elemental Luck

When looting, opening treasure chests, or browsing shops, each Element has a 5% chance to find rarer gear if you are doing any of these things within your Elemental Month linked to the Element specific rare gear.  While you’re shopping, rolling for loot, or if you find something nice on the open road, you also have a 8.33% chance (roll 1D12) to obtain a duplicate item during their month once per day.

Elemental Affinity Insignia Skills

Each Elemental Affinity has their own bonus skills which they obtain at levels 1, 13 and 26.

Weather

Day to day the sun shines, the clouds linger in the sky, and precipitation falls from the skies.  Those are boring though!  The Elements each have their own weather patterns which causes all units to have certain effects, and the Elemental Affinity of said element to gain additional perks! These weather effects are rarer than the boring ones of course.  Some only take place even in Space!  The range of these effects are usually seen at a minimum of 49x49x??? Cells, but can even blanket the entire planet for the duration.  The anomalies usually last about an hour, but can span upwards of six hours if happening on the Elemental month of said weather.  An OG may want to roll a percentile dice and route a weather anomaly for happening at a suggested 5% to 10% chance.  They can even roll a 1D10 after to see which of these fabulous weather effect will take place.  Each weather effect has a distinct entrance, giving units especially in combat a heads up that things are about to “get real”!

A blanket of Fog engulfs the area all around you.  The Lord of Shadows has this effect constantly around him at the center of Demonia editing from the hole.  However, Fog can creep up in any planet besides Angelar.  The Fog comes slowly, a mist like darkness begins at ground level, slowly increasing in height as the seconds pass by.  This effect can happen in both space and on planets though it is harder to see the warning signs within space.

  • Weather Effects:
    • Half visibility range to all non-shadow units.
    • You gain a Plus Charge when gaining the Buff Hidden.
    • The gravity has a chance to become distorted within the area, making it either heavier or lighter. The OG rolls 1D4 to see whether everyone in the area is with the Buff Guaranteed Haste (roll 1), the Debuff Guaranteed Slow (roll 2), or neither (roll a 3 or 4).  This effect lasts until the fog clears within the area.
    • Vintarri are always within their Shadow Mode for the duration, even during the official Day.
    • Warrior Samurai skills are shifted to Night-based Mode.
    • Sorcerers are unable to use Solar Mode skills.
  • Shadow Affinity Perks:
    • Gain double visibility range rather than others who are penalized to half vision.
    • You cannot be inflicted with Blind, Hazy, or Hallucination Debuff within the area blanketed.  Illusions also do not apply, granting you temporary True Sight.

The spirit vines within Demonia and all around the vast space can cause excess elemental energy surges when the power within reaches a tipping point.  This weather effect takes place when burning this excess energy off, dispersing it in the process.  The vine or vine-like structures increase their glow until the sky-blue like spiritual color becomes nearly white.

  • Weather Effects:
    • There is a 25% chance that a revive fails when on Spirit Release Countdown unless you are a Spirit-born.  Roll 1D4 and don’t get a 1!
    • The Spirit Release countdown stops, as if unconscious, until the weather effect subsides or the unit is revived.
    • The current of the spiritual energy makes all physical projectiles and items tossed to have a 25% chance of missing.  Roll 1D4 and don’t get a 1!
    • Summoners who offer their soul to ask for help from a Deity will have them give you 50% more damage to their effects.  Even the Katsu tossed at you will deal 2 damage now instead of 1!
    • Grand Healers who have unlocked the Devotion skill gains a minimum 50% resistance to all of their Deity’s elements (as long as it isn’t already higher)
  • Spirit Affinity Units:
    • Maximum Spirit Mode range which your spirit and body can cross doubles!  Additionally all skills that do not require your Hit Points in any way such as many Blood Mage skills, are temporarily usable! 
    • When in Spirit Mode you gain 10% additional attack power when utilizing usable skills.

Particles of golden energy float in the skies like fireflies dancing in the night.  This mist doesn’t obstruct visibility like Fog, and is not considered precipitation since it isn’t wet.  These particles begin to appear slowly within the area, and increases in quantity the more time that passes by.

  • Weather Effects:
    • Debuffs have a Minus Charge when the chance of being inflicted with one comes to question unless you are a Creation-born.
    • You are healed by 10 times your level per Round.
    • Neutral Property Attacks are all endowed to the Creation Element within.  Enchanting your weapon or applicable skill will allow for other elemental use.
  • Creation Affinity Units:
    • Debuffs do not affect you within the zone.
    • You are able to see a glowing aura around traps on the ground.

The multiple layers of Outerah begin to break, and visibility to parts of the sliced space begin to show.  Is this where the dreaded or esteemed Marcarvious lives?  These orange glowing lines usually happen within the space, but can happen on entire planets as well.  At the start the sky begins to glow an eery dark orange before the lines begin to show, which starts the weather effect.

  • Weather Effects:
    • Buffs do not activate within the zone unless Destruction-born.
    • The skill Repair may not work 50% the time within the region. Roll a dice and don’t get an odd number!
    • Neutral property weapons are weakened, causing them to Shatter (Weapon) when used at a 25% chance.  Roll 1D4 and don’t get a 1!
    • Kejirus (Boss) is granted Tier 3 Badass Buff for the duration of the zone, and an additional 10 minutes after it fades away.
  • Destruction Affinity Units:
    • You are able to receive Buffs within the area still.
    • All your gear is unbreakable and are unable to be Shatter or Destroyed.

 

When the wind picks up and particles of sand slowly start to drift in, it’s time to get those goggles out so your eyes don’t have a bad day! It’s no fun getting pelted by things, especially a million sharp particles blasting through the air.  Get down, duck and cover, and get ready for a rough ride.

  • Weather Effects:
    • The sand pelts all units within the area for 10% of their health at the end of every Round unless they are Earth-born.  Those who are below ground level, whether in a tunnel or hole, also do not get damaged. 
    • Visibility becomes only a quarter within the stormy region. Those without eye protection have a 50% chance of becoming temporarily Blind for up to 3 Turns.  The unit must wipe their face with their Off-hand action in order to be able to see again.
    • The raging storm makes Chat Option a difficult task.  Those only within 5 Cells of you can hear your verbal words clearly enough.
    • 1D6 physical traps within the area are triggered each Round, as the sand either damages them or fools the mechanism.  The oldest traps are set off first.
  • Earth Affinity Units:
    • Those within the area take 10% less damage from all attacks.
    • You do not take damage from the sand each Round.

 

Wind comes and goes, but a grey sky continuously getting more dark grey will be the only sign you need to get out of the skies! The Nebula Cloud of Repter is 1 huge Hurricane in the skies passing by though this weather pattern can effect both Planets and Space.  The winds begins to blow downward as the air pressure drops.  Wind begins to blow light things within a circle, as if a tornado is forming.  These two signs tell you that the Hurricane is on its way.

  • Weather Effects:
    • There is a 50% chance to Topple all units in the area.
    • The howling winds cause your verbal Chat Option to become halved.  
    • There is a 50% chance to be moved by the storm, causing either Push or Propelled up to 4 Cells.  If moved, roll 1D4 to see how far you are sent, wind direction dependent.
    • Units cannot use flight within these conditions.  Those within the air when it starts crashes to the ground below at the start of their Turn due to the initial pressure which crashes in the region from above. (There are warning signs when a Hurricane is about to strike at least 3 Rounds prior.)
    • Airships are penalized with a Hyper Charge when moving in the air within a Hurricane. I failed roll of a DC20 or higher will have the Airship blown off course.
  • Wind Affinity Units:
    • While others are blowing in the wind, you are immovable, and each step you take is yours.  You are immune to Topple, Push or Propelled Debuffs.
    • Gain +1 to Movement and Jump.

 

A little water never hurts anyone, but buckets of water falling out of the sky may!  The Angler Fish of Lord Repter can create a Heavy Rainstorm on a whim.  At times the clouds can absorb way more water than usual, making them eventually bust.  This weather pattern only happens on planets.  The weather starts off as normal rain, but an eery feeling for the young and aching bones of the old will give you alert that this isn’t just going to be an ordinary event.  This weather pattern only happens on planets.

  • Weather Effects:
    • The land becomes Difficult Terrain, and the effects are felt to those not aligned with the Water Affinity.
    • Fire spells fizzle out while fire enchanted weapons become temporarily Neutral property.
    • All fires within the area are doused.
    • Boutanyas have an infinite Hydration meter while the downpour is in effect.  
    • Aquatic creatures who can’t normally breathe on land are able to temporarily.
  • Water Affinity Units:
    • Land does not decrease your mobility within the downpour.
    • Half-Cover is treated as Full-Cover against attacks aimed towards you.

 

The sun shines many of days, though when the sun’s rays become very harsh, and there are no clouds within the sky, the time for sunscreen is here.  If there were clouds in the sky they begin to fade while the heat of the area rises. Whether Repter’s Phoenix is about to pass by, or the sun feels like you need a bit of a beating, get your sunglasses out and watch the world burn around you!  This effect can happen both on planets and in space, but happens more often in space due to not having an atmosphere to combat with.

  • Weather Effects:
    • Water spells fizzle out while water enchanted weapons dry up and become temporarily Neutral property.
    • The blinding light makes attacks which surpass 2 Cells have a Minus Charge for a hit, while long range bows and guns firing 6 or more cells away are penalized with a Hyper Charge to see if it hits.  Those with Dark Vision have these Cell ranges halved before penalized.
    • Items hit by a Fire attack can light on fire! 
    • Boutanyas only need 5 minutes within this lighting in order for it to satisfy the Resting to starve the Deprivation Meter requirement.  
    • Aquatic creatures lose 10% of their health on land per Round due to the sun drying them out.  Ouch!
  • Fire Affinity Units:
    • Those who are Fire-born receive Tier 1 Badass Buff while in the sun!
    • Fire attacks deal 10% more damage.  Those that would normally cause Burn will instead cause Severe Burn.

A light gentle breeze can happen at anytime, but when the skies begin to glow a light green tint you know this isn’t just any ordinary gust.  The constant swirls of wind purifies the air as it passes by.  This effect can happen in both space and on planets, but usually only happens in space, making the wind a glaring alert to all rather than observing the green lighting.

  • Weather Effects:
    • Land effects such as magic or traps are not usable within the affected area.  Those already on the field are inactive.
    • Buffs and Debuffs deactivate in this soothing breeze, temporarily halting the countdown timer of these effects.
    • Neutral and Elemethonal attacks become Null-based within the zone.
  • Null Affinity Units:
    • Debuffs blow away from your being rather than paused, allowing you to be free and clear from them!
    • Null-based attacks heal you for the full amount which would normally be your damage (-100%).

A rainbow light show happens on planets when the right conditions take form.  The light spectacle starts off very lightly, but the effect takes place when the colors become unsaturated in the skies.  This effect can happen in both space and on planets.

  • Weather Effects:
    • Divest, Portal, or other dimensional altering skills cannot be used.
    • Hidden units and items have a slight glow around them, making those searching for them have a Super Charge in seeking them out!
    • Items trying to be stolen have a Minus Charge from it taking place.
    • Vintarri are always within their Light Mode for the duration, even during the official Night.
    • Warrior Samurai skills are shifted to Day-based Mode.
    • Sorcerers are unable to use Lunar Mode skills.
  • Light Affinity Units:
    • Haste when casted on you is Guaranteed to work and has double the duration!
    • The spectrum of light shines the hues of the elements. You are able to see the slight tint of color on all units, allowing you to know which elemental affinity each unit is.

Outeran Calendar

There are 10 months on the Outeran Calendar, each of which has 28 days. The months are symbolic of the 10 different Elements that exist in Outerah. 

Month of Eternal Darkness (Element of Shadow)

  • The night stays younger for longer during the month of Eternal DarknessInstead of 12 hours of daylight, the sun is only active for eight hours.  The remaining 16 hours of the day are blanketed in thick darkness.  Those that do not have dark-vision in the night can only see half the distance of their normal vision for the month.  When it is night time, units—players and enemies both—take a Minus Charge penalty on Perception Checks against any unit with the Hidden Status, as they have ample darkness to hide in.

Month of Lost Souls (Element of Spirit)

  • The Month of Lost Souls is truly a requiem for the damned.  Those who die during this month face a fate worse than death.  The threat of one’s soul being devoured by spirit consumers is at an all-time high during these thirty-two days, as they have learned that this month is the best time of the year for hunting their prey.  Thanks to the spike in spirit energy potency, a unit’s spirit release counter has a value of 1 higher than normal (so races with a value of 3 now have 4) and that just may be this month’s one saving grace. Spirit Consumers are not only attracted to the souls of the dead; those who make use of Spirit Mode also need to beware, as they’ll be just as vulnerable as those who have fallen on the field.

Month of Life (Element of Creation)

  • Life flourishes more than any other time of year during this bountiful month!  Units who specialize in healing reap in some serious benefits not only for themselves, but their allies as well!  Every healing spell, regardless of elemental type, gains a 10% chance to deal 50% more healing than normal!  Healers aren’t the only ones who enjoy a great boon during this month; the construction of buildings, weapons (via blacksmithing), and such are completed 50% faster than normal!

Month of Decay (Element of Destruction)

  • Nobody likes the Month of Decay more than the grim reaper.  Your Spirit Release death counter begins at one stage lower (if your death counter is 3, it becomes 2), but this isn’t exclusive to players.  All creatures are at their most vulnerable during these unnerving thirty-two days.  Additionally, harvests and produce are much more difficult to grow and maintain; alchemic concoctions are prone to diluting due to the breakup of the chemical compounds.  These suffer a 50% reduction in production.  As such, those items that are successfully created tend to be sold at higher prices due to low supply and high demand.  But there’s more to this month than just dreary changes to the environment and some of them can be used to a player’s advantage.  Status effects are easier to apply for both players and enemy units.  During this month, all units on the receiving end of a status affliction roll a Minus Charge to resist the effect. 

Month of the Gaia (Element of Earth)

  • Welcome to the Month of the Gaia, where the many worlds of Outerah take on a life of their own!  Plant growth is accelerated a great deal during these thirty-two days; there’s no time of year that farmers enjoy more than the Earth Element’s special month, as harvests are almost universally successful and reap a tremendous bounty!  Additionally, the construction of buildings, dams, and the like seem to always go off without a hitch during this period of time!  People and creatures who inhabit the worlds also gain a special boon from mother nature herself!  Any and all earth-based skills gain a bonus d10 to all damage.  This is its own separate dice roll, so if you roll say… 2d6 normally?  Add 1d10 on top of the 2d6!  The D10 is rolled before calculating modifiers and the like into the roll’s total value.

Month of the Storm (Element of Wind)

  • Can you survive the devastation reaped upon the worlds during the Month of the Storm?  Whether it’s a hurricane rampaging through part of a planet or a nebulous tempest tearing through the galaxy, these thirty-two days are not safe for anyone. And it’s not just these storms that threaten adventurers and the planets’ inhabitants, but the electromagnetic interference also disrupts the technology that Outerah has collectively become so dependent on.  Are you daring enough to travel during this dangerous month?  If so, all wind-based skills have a 10% chance to Topple a creature and deal an extra 1D6 damage in addition to the damage an attack would normally deal!

Month of the Deep Sea (Element of Water)

  • Enjoy riding the tides as we surf our way into the Month of the Deep Sea!  There is a higher chance of precipitation during this month, making it the ideal time for frogons and other aquatic lifeforms to shine!  In any body of water, your movement speed is increased by 50%.  Water-based attacks have a chance to freeze a target by 10% during this month, and all water-based attacks deal an additional 1D4 damage in addition to the damage normally dealt.

Month of the Phoenix (Element of Fire)

  • Feel the burn as the heat gets turned up during the Month of the Phoenix!  Tempers tend to flare up during this time of year as the heat across the worlds becomes all but unbearable; worlds like Blackheart, Angelar, and Dwisnbin are scorched by dry heat while the inhabitants of Orgarges, Maxriz, and Vicrious find themselves smothered in excess humidity.  For units who specialize in social skills or other charisma-based talents, utilizing diplomacy, bluffs, or anything likeminded comes with a price.  All charisma-based talent checks receive a -5 penalty for the duration of the month.  Traveling is especially dangerous during this month as the Upkeep Deprivation penalties are incurred at double the rate!  So rather than five tiers of fatigue, there are three; Tier 1 counts as Stage 2, Tier 3 counts as Stage 4, so reaching Stage 5(death) becomes much easier. Any race who is immune to fire-based effects, such as a fire dragon, maintain this immunity and therefore are unaffected!  Last but certainly not least, fire type skills are more potent, granting an extra 1D6 damage (in addition to damage normally dealt!) and adding a 10% chance to burn with all fire-based attacks. 

Month of Great Fortune (Element of Null)

  • Everyone in Outerah can feel the favor of Lady Luck herself as the Month of Great Fortune rolls around!  During the course of these thirty-two days, adventurers are blessed with greater chances of finding treasure or valuable loot.  When rolling for loot, add 5% to the total value of your roll!  Thanks to the abundance of goods that are sold to shopkeepers by those who adventure throughout the lands of Outerah, vendors tend to also have higher quality items in their shops during this period of time.  OGs add 5% to store inventories when players are shopping!

Month of Eternal Light (Element of Light)

  • Feast your eyes on the month of Eternal Light!  The sun sets much later in this month, allowing for 16 hours of bright sunlight rather than 12.  Most days are hot and dry and the warmth of light soothes the soul.  However, this bright light isn’t just beautiful.  It’s so radiant and intense that it can potentially troublesome during travel, particularly for those whose vision is attuned to the hours of the night.  Those that have dark-vision gain a Minus Charge on vision-based Perception Checks past 10 Cells in daylight, and half as much fog.  However, those same units inhibited during the day can see even farther during nighttime hours!  During this time, those with dark-vision can see double the distance.

Planetary Changes

Planets change each and every month.  Some planets thrive in certain months while other planets become dangerous or even inhospitable!  See Chapter 8: Planets to check out how the Elemental Calendar affects your traveling plans!