Elementalist
The elements don’t care how they make you feel. They are in their essence pure and perfect in enacting their designs. An Elementalist in practice is to chase oneness, singular purpose. To seek purity in the most basic forms of life. In command of these beings is to choose violence by study, as there is no other reason beyond it. For some, however, Elementalism is their birthright.
Companion Actions and Effects
Companion Actions and Effects add a substantial amount of power potential to our characters. It should be noted measures are taken into consideration to maintain balance between those who decide to stack companions and those who stack personal strengths. Action Economy is the number one victim when it comes to companions so we do what we can to minimize the impact on table time. To this note, many of the Actions and Effects are reduced to mechanical behavior in stead of a statistics block with its own position in the Active Phase.
Companions have 1 Action Slot each Full Round the player is involved in to use any of their Actions and Effects. By default this is an absolute maximum. Companions can not benefit from bonus Action Slots, Temporal Devices, unless the player is being granted an extra Full Round, or other sources of additional alacrity. When a companion action or effect calls for Stress Accumulation, this is paid by the character they are bonded with.
While you determine the behavior of your companions, it is between you and your table to determine who roleplays for the companions. Some players enjoy when their companion is roleplayed by the Story Guide or another player, and some players enjoy roleplaying themselves and all their companions. The final say on this should belong to the player who has bonded with the companion.
“To become an Elementalist is to subscribe to a certain kind of madness, to subscribe to every madness is becoming an Archmagi.”
Effect Trees
Elemental Spirit Bond
Bonding with an Elemental Spirit above level 1 should require a successful interaction between the character and the elemental. This scene is part of the unlocking requirements, and should be given some thought. At level 1, a character may spend their 10 Potential unlocking one of the Effect Trees, gaining access to that element. As a Havoc Bonded, all these spirit bonds should already be in place.
“Start again, from the beginning. Practice Makes Perfect.”
The Vaia Codex
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