Special Abilities:
Emotion Read: Empaths are experts at picking up on another's emotional state. By spending a speak action(Though they don't specifically have to speak), they gain a +X bonus when attempting to gauge another character's personality, which is normally a nonskilled intelligence roll against the target's nonskilled personality roll(though the target will get bonuses
depending on various situations, including how well the target knows them and whether the target's face is obscured). A character may only attempt such a roll once per encounter against any given character, unless they have reason to believe the character's emotional state may have changed. A success on this roll gives the most basic emotional state of the target, while a higher success may provide more nuanced information. A success also grants the Empath the ability to modify the difficulty of the Emotional Surge's personality roll by any amount up to +X or -X.
Emotional Surge X Rounds Y Elements: By spending a hand action, a speak action, and 10 MP, the Empath may target any single character within 50 feet with an Emotional Surge. An emotional surge's effects begin at the start of the next round, and last for X rounds. The Empath may choose any of Y elements that they may specify when using this ability, though they may not use the ability if they have an elemental weakness to that element or an elemental specilization for the opposite element. The elements they may use are chosen when they gain them. If a character who is currently not under the effects of an emotional surge of the chosen element is affected by this ability, they gain the level 1 effects. If the character is already affected by that element's emotional surge at any level, they gain the next level's effects in addition to any effects they currently have, and the duration of the surge is increased by X rounds. If a character is targeted by an elemental surge of an element opposed to an element of a surge that is currently affecting them, the ability instead removes any emotional surge or emotional break effects for that element. Whenever a character is targeted with an emotional surge, they must make a nonskilled personality roll, with the difficulty being equal to the level of the surge's effects that they would gain(or 4, if they are already affected by a level 3 surge). If they fail this roll, they gain the effects of an Elemental Break, listed with the element's surge effects, for the duration of the ability, as well as any of the effects they gain from the surge itself.
Fire
Level 1: The character gains +3 to strong attack damage.
Level 2: The character gains +2 to melee attack rolls.
Level 3: The character gains +4 to melee attack rolls for the purposes of determining strong critical hits.
Break: The character becomes infuriated at a random ally.
Water
Level 1: The character gains +1 to all oppose rolls.
Level 2: The character gains +2 to Parry rolls.
Level 3: Single-element spells cast by this character that deal damage deal +1d4 additional damage each time they deal damage to a target.
Break: The character is -6 against any infatuate attempts.
Wind
Level 1: The character gains +2 to Agi-based Oppose rolls.
Level 2: The character gains +10 to their movement speed.
Level 3: The character's flight type, if they have it, is upgraded to the next type. If they have no flight type, they gain Glide.
Break: All melee damage dealt to the character is doubled.
Earth
Level 1: The character gains +2 to Def-based oppose rolls.
Level 2: The character gains +2 to block rolls.
Level 3: The character gains +1d4 to soak rolls.
Break: The character's movement is cut to 1/4 its normal rate.
Light
Level 1: Penalties based on vision reduced by up to 5 for the character.
Level 2: The character gains +2 to initative rolls.
Level 3: The character gains +3 to ranged attack rolls.
Break: The character is blinded.
Sound
Level 1: The character gains +2 to infuriate rolls.
Level 2: The character gains +10 feet to their vocal range.
Level 3: Spells cast by this character that hit more than one target may hit an additional target within range.
Break: Any time a character uses a speak action within 30 feet, this character takes 1d4 of unsoakable MP damage.
Purity
Level 1: The character regenerates 1d4 HP per turn.
Level 2: The character heals 1 wound level every turn from a wound chosen at random.
Level 3: The character is immune to poison and bleeding damage.
Break: The character must make a nonskilled Intelligence roll of 8 every turn or be unable to act.
Entropy
Level 1: The character gets a -2 penalty to all attack rolls.
Level 2: Two of the character's stats, chosen at random, are swapped.
Level 3: The character's soak dice are swapped for d4s.
Break: The character may re-roll any single die roll up to twice per turn.
Mind
Level 1: The character gains +2 to Per-based oppose rolls.
Level 2: The character regenerates 1d6 MP per turn.
Level 3: The character gains +3 to their magic casting rolls.
Break: The character's Int, Acc, and Per are lowered by half, rounded up.
Body
Level 1: The character takes 1 less damage from all damage sources.
Level 2: The character gets a +2 to all intimidate rolls.
Level 3: The character gains +2 to all passive defenses.
Break: The character's Str, Def, and Agi are lowered by half, rounded up.