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Metal Elementals are sturdy, but in contrast to earth elementals, they tend to focus more on their sharp edges for attack than earthen layers for defense. Likewise, they may be harder but thinner, having more DR but less HP.

In Platonic Solids magic would fall under Earth Elementals.

Subtypes[]

  • Jagged One -- Sharp claws, spines, brawling skill
  • Living Lodestone -- It's a magnet! Sticks to ferrous materials, internal compass, clings to metal. It's unclear how these powers are useful.
  • Coiled Spring -- Can jump two yards up or 12 yards across from a standstill.
  • Creature of the Blade -- It has sword hands! Better overall stats and high striking strength. It can't hold things well.
  • Miner's Minion -- Detects metal. Overall better stats.
  • Spirit of the Forge -- Much stronger, better DR, is resistant to the heat of a forge and has the Hammer Hand perk.
  • Metal Lord -- large, DR 7, with talons and spines

Subtype Suggestions[]

Inspired by entries from from Pyramid #3/91:[1]

Metal Description
Copper, Silver, or Gold Precious Metal Elementals are resistant--even charged by electricity[2]. To balance this, they tend to be harder to summon and command, and they prefer to avoid being in combat for very long.
Iron A more "pure" grade of iron. Tougher and heavier, with DR and HP to match. They're stubborn, but powerful when motivated.
Lead Softer than mixed metals, but magically-resistant, which can be powerful against magic-wielding foes.
Mercury / Quicksilver Almost like a water elemental, counting as Diffuse. They're flighty and noncommittal, but are excellent saboteurs.
Tin Weaker than most elemental types, tin is a sort of "starter elemental" for mages who are dabbling in elemental magics. Tin elementals have an almost childlike curiosity, and like collecting things they find. While some elementals "graduate" into different types, some elder tin elementals wear battle scars with pride, peppering them with decorative dots.

Fanon[]

  • Drilling Worm -- A living bore, incredibly tough, capable of producing crawling-holes (or larger, depending on the elemental's size) for mortals. Legend says these elementals were simpler shapes in the past, but were selectively summoned over generations and iterations.[3] Their main weakness is electricity -- a rare but potent element that it can't handle in large doses. Likewise, elemental drilling worms likely need some kind of magical cooling, lest they grind themselves smooth and deconstruct themselves, like a crashing wave.

See Also[]

References[]

  1. โ†‘ The Thaumaturgy of Metallurgy, by Ted Brock; Pyramid 3/91: Thaumatology IV, specifically p.28
  2. โ†‘ Use DR 1-6 with Absorption, converting to FP.
  3. โ†‘ Fanon, still under construction
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