Earth Powers (FiD)

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Starfox's Blades in the Dark Powers

Earth is at the base of all, the solid ground we walk on, dig into, and which ultimately nourishes us all.

The earth can be influenced and used by other powers, yet it remains solid. Other Powers can only affect Earth indirectly, only Earth can directly change the land. Earth Powers can be slow and imprecise, but are very powerful.

Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example Earth plus Fire can cause a volcano and Earth plus Air can cause a scouring sandstorm.

Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters and animals with Earth powers. Burrowing animals are also covered by the Animal power.

Earth Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Gaia's Gaze
Detect Earth.
Gaia's Gauntlet
Dismiss Earth.
Gaia's Guardian
Summon Earth.
Gaia's Gate
Gate to Earth.
Command Stone Stance
Intimidate with Earth.
Stone Signal
Earth signalling.
Stone Sovereign
Command Earth.
Stone Slave
Bind Earth.
Consort Mud Mask
Earth accessories.
Mud Morph
Earth shape.
Mud Molding
Earth shape crew.
Mud Mastery
Mass transformation.
Finesse Pebble Pilot
Ride Earth.
Pebble Punch
Finesse Attack.
Pebble Palanquin
Earth vehicle.
Pebble Path
Ride unimpeded by Earth.
Hunt Stone Seeker
Track on solid surface.
Shard Seeker
Earth snipe.
Sand Seeker
Rearrange Earth.
Seismic Seeker
Area attack.
Prowl Cobble Creep
Earth stealth.
Crevice Creep
Earthwalk.
Crew Creep
Crew Earth stealth.
Catacomb Creep
Earth teleport.
Skirmish Diamond Defense
Block Earth Harm.
Diamond Dagger
Fine and Potent Attack.
Diamond Devastation
Gain Scale.
Diamond Decisiveness
Enable group action.
Study Crystal Clarity
Identify Earth.
Crystal Comprehension
Analyze Earth.
Crystal Chronicle
History of Earth.
Crystal Census
Area Lore.
Survey Echo Examination
Detect Earth.
Echo Eyes
See thru Earth.
Echo Ears
All-seeing Earth.
Echo Envelopment
All-seeing Earth.
Sway Imprint Inclination
Earthen empathy.
Imprint Influence
Crew talks Earth.
Imprint Inevitability
Suggestion.
Imprint Institution
Bind Earth.
Tinker Chisel Craft
Craft Earth.
Chisel Clamp
Shape Earth.
Chisel Cement
Transmute Earth.
Chisel Convergence
Chisel Clamp at scale.
Wreck Shatter Smash
Earth smash.
Shatter Sunder
Earth collapse.
Shatter Shear
Silent collapse.
Shatter Scatter
Area collapse.

Expanded Earth Abilities

Earth is the base of all things.

Earth objects include everything solid, but natural sand, clay, earth and stone are the easiest to affect. Masonry, fired clay, and unreinforced concrete is reasonably easy to affect. Mixing Earth with other Forms makes things complicated, rebar, lava, flying dust, mud — all are Earth but hard to manipulate. You can use Earth powers with solids derived from other powers, such as organic substances (related to Death), living things (related to Life), rebar (related to metal), asphalt (related to fire) and so on. This requires that you have the other power it is related to or you lose initial Effect.

Attune

Connect with the power of Earth and harness its elements for various purposes.

Perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from the planes of Earth.

The consequences usually depends on what happens around you. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Gaia's Gaze

Detect Earth.

Detect Earth creatures and Earth powers. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Gaia's Gauntlet

Dismiss Earth.

Dismiss an Earth creature or end a power affecting Earth. You can dispel any power of Earth, as well as powers that affect Earth creatures and things. You can force Earth spirits to materialize.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Gaia's Guardian

Summon Earth.

Summon an Earth creature. Earth creatures generally come in three types, elementals, spirits, and creatures with powers.

An Earth elemental is a simple creature made of Earth. Most elementals have animal intelligence, and often take the shape of animals, tough animated chunks of earth or stone are also common. Humanoid forms are less common, but more intelligent.

Spirits are immaterial, ephemeral, manifesting the emotional and mental manifestations of Earth. Spirits are more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to Earth. An Earth mole is big, can burrow through soft stone, and attacks with earth tremors.

Earth creatures will gladly smash, build, polish, and obstruct but won't fly or swim.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Gaia's Gate

Gate to Earth.

Create a portal to and from a plane of Earth. Most powers are linked to a different world where that power is dominant. Earth worlds are deep canyons, caves, mines, or even solid sand or soil.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

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Command

Command and intimidate Earth creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Stone Stance

Intimidate with Earth.

You can create Earth effects such as shaking the earth, creating of rockfall, or your eyes glittering like gems to heighten your authority, similar to what could be a achieved with threat such as a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Creatures of Earth might recognize you as a figure of authority.

Stone Signal

Earth signalling.

You can communicate with Earth creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Earth creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can also communicate through crystal. As long as you know of a crystal near your target your image can appear in that crystal to communicate.

Stone Sovereign

Command Earth.

Command Earth creatures as if you were their superior. Targets will see you as an alpha or leader type outranking them. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Stone Slave

Bind Earth.

Permanently bind Earth creatures to service. This won’t work unless you are already in a position of power. The effect is similar to Stone Sovereign but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

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Consort

Consort powers changes your form and later that of other creatures. Usually the roll to use the power is also used for the Consort action itself, but these powers can also be used as a set-up action for a lot of different tasks. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You may have the beauty of diamond, trigger prejudices, or have unexpected handicaps.

Mud Mask

Earth accessories.

Imbue clothes and accessories with Earth, crystals, and gems. You do not physically change yourself, you change your accessorize and outfit. As an Advanced effect you can change others' outfits.

Mud Morph

Earth shape.

Assume the form of an Earth creature. This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is a viable Earth creature.

Mud Manifestation can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.

With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Mud Molding

Earth shape crew.

Shapechange a willing or helpless creature into an Earth creature. This is Mud Manifestation applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Mud Manifestation.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Mud Mastery

Mass transformation.

Transform a number of willing or non-sentient creatures and give them a simple instruction. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

Exercise finesse with Earth, manipulating and attacking with precision.

Pebble Pilot

Ride Earth.

Ride an Earth creature mount or a vehicle made of Earth. This allows you to use Finesse with Earth mounts and vehicles you are not familiar with. An Earth ride is any vehicle or mount in contact with the ground. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you. You can grant your crew this ability as an advanced power.

Pebble Punch

Finesse Attack.

A Fine and Potent close-range attack. You create a sharp shard or stalactite to stab or shoot at an opponent. Besides variety, this only substitutes for equipment such as a dueling sword or pistol, a Fine and Potent finesse weapon is just as effective. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Pebble Pinpoint

Precise control.

You can move a small stone or pile of earth. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Pebble Path

Ride unimpeded by Earth.

Your crew and your vehicles and mounts can move unimpeded by Earth, such as rubble and rocks in your path.

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Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Earth. At short range, this power can be dangerous to you and your allies.

Stone Seeker

Track on solid surface.

This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Shard Seeker

Earth snipe.

Attack similar to a Fine and Potent rifle. You shoot a small rock or shard of Earth. Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon such as a rifle would be equally effective in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Sand Seeker

Rearrange Earth.

Rearrange terrain, moving hills and boulders in an Area (p. 221). This is usually used as a Set Up, but may also change how people act in reaction to the environment — dust clouds and wobbly ground are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Seismic Seeker

Area attack.

An attack like a fine and potent grenade. An escalation of Shard-Seeker. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

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Prowl

Sneak and move with stealth and agility. This is safe, but slow.

Cobble Creep

Earth stealth.

Hide against bare stone or Earth. This allows you to hide in impossible places as long as the environment is raw Earth. Any earthy ground will do, either stone, soil, or sand, as will asphalt, cobblestones, concrete, and masonry. Plant life is an impediment, as is wallpaper, paneling and similar cover. Note that only you can use this ability, your friends and allies cannot unless you use Earthwalk.

Crevice Creep

Earthwalk.

Move on and through Earth. This allows you to walk through walls of earth and stone. This is slow and need to use other powers or navigate blindly. You cannot pass through composite walls, such as those with wooden panels or rebar, but you can ignore ephemerals like wallpapers. Your friends and allies cannot use this unless you employ Earthwalk, below.

Crew Creep

Crew Cobble and Crevice Creep.

Now you and your crew can use Cobble Creep and Crust Creep. They still use their own Prowl action. This often ends up as a Group Action.

Catacomb Creep

Earth teleport.

Teleport crew from one Earth location to another. You and allies can teleport from one location enclosed in earth to another. Natural caves are the best option, but any place with uncovered solid earthen walls will do. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. Womb of the Earth takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

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Skirmish

Prosper in the chaos of battle.

Diamond Defense

Block Earth Harm.

Absorb Earth energies such as Earth powers, rockfalls, and earthquakes. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Diamond Dagger

Fine and Potent Attack.

Creates a Fine and Potent Earth weapon made of stone, like a sharp crystal spike or a pebble shot at high speed. This is done as a part of the attack and takes no extra time.

Diamond Devastation

Area attack.

Turns you into a one-man Earth army, attacking everyone in an area. This gives you Scale (p. 221), even if you are alone.

Diamond Decisiveness

Coordinate against Earth.

This allows you and allies to initiate a Group Action when overcoming physical obstacles or heavy loads. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

Study and analyze objects and creatures of Earth to gain insight and knowledge. The outcome required depends on range.

  • Limited outcome for touch.
  • Standard outcome for line-of-sight.
  • Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching is dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.

Crystal Clarity

Identify Earth.

Identify objects, creatures, and powers of Earth. This gives the name and very basic information in narrative terms, but not details or actual rules.

Crystal Comprehension

Analyze Earth.

Learn specific abilities of Earth. You learn of any powers or special abilities the target has. This includes actual rules and game effects.

Crystal Chronicle

History of Earth.

Experience past events related to an object, creature, or power of Earth. This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Crystal Census

Area Lore.

Crystal Comprehension in an area, then Crystal Chronicle on three targets. Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Crystal Chronicle to learn the history of up to three such locations.

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Survey

Perceive and locate manifestations of Earth such as Earth powers and Earth Creatures The outcome you need depends on the target's concealment.

  • Limited Outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard Outcome can look behind walls and into hard cover.
  • Great Outcome can look into far-away places and spots you had no idea existed.

Echo Examination

Detect Earth.

Sense manifestations of Earth. This is a basic spotting power, selectively sensing things of Earth. You almost always specify what kind of Earth you are looking for, finding Earth in general is rarely useful.

Echo Eyes

See thru Earth.

Choose a piece of Earth and perceive as if you were at that spot. You move your perception to something of Earth, commonly a stone or pebble but dirt and gems work. You sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Echo Ears

All-seeing Earth.

Choose a location or creature and sense from the nearest piece of Earth. Similar to Earth Eyes but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable object, typically close enough to observe the target. Fails if no suitable viewpoint is available, which should rarely happen for Earth.

Echo Envelopment

All-seeing Earth.

The naming is because the point of perception is usually within hearing.

Perceive from all Earth at once over a wide area. Enhances your senses impossibly, akin to using Echo Eye on each piece of Earth spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves against Earth.

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Sway

Communicate, mesmerize, and manipulate creatures imbued with Earth.

Imprint Inclination

Earthen empathy.

Understand Earth creatures and learn their objectives. You can gauge the mood and motivations of Earth creatures and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is in a mood to be content or confident.

Imprint Influence

Crew talks Earth.

Crew can communicate with Earth creatures. This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority.

Make creatures content and confident. You can inspire any type of creature to be content and confident, even to the point of overconfidence.

Imprint Inevitability

Suggestion.

Post suggestions in the mind of an Earth creature. This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Imprint Institution

Bind Earth.

Change the personality and motivations of an Earth creature. This power is permanent but blatant. It changes the target on a deep level, giving them new loves and loyalties. Targets remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you cannot make an Earth creature love the sea. The effect fades over the next few days, but depending on the response from others long-term attitudes may change.

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Tinker

Manipulate, shape, and create objects of Earth to suit your needs. This includes earth, stone, crystal, and other solids. This may or may not include Ice and Metal — how scientific you want this depends on the setting.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

Chisel Craft

Craft Earth.

Handle Earth and stone as if you had the appropriate tools and protective devices. This ability substitutes for tools and protection devices typical of a small workshop.

Chisel Clamp

Shape Earth.

Shape Earth and stone as if they were clay. This surpasses normal crafting, letting you manipulate elements that are not stable, shaping sand and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

You can also form parts of a larger earthen object as if it were clay, creating openings in walls, doors, and other massive objects.

Chisel Cement

Transmute Earth.

Create objects of Earth out of nothing. Transform an object from one material to another. You don't need tools to build complex fine and potent items appropriate to Earth.

You can create Earth from nothing. This is like Chisel Cement, above, but needs no raw materials.

With multiple Forms you can transform Earth into another material governed by another Form you know. This allows intricate transformations where a metal sword can be transmuted into diamond and still work as a sword, or a wooden door can be changed to shaped sand so you can walk through and the door then returns to normal.

Chisel Convergence

Chisel Clamp at scale.

Make something large, such as a vehicle or building. You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Earthspawn makes many dozens of items with the same effort as one item, but with a stress cost.

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Wreck

Destroy, dismantle, and obliterate objects made of Earth.

The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.

  • Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
  • Limited Outcome suffices for construction significantly weaker than this.
  • Greater Outcome is required for larger holes or stronger structures.

Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a sandstorm. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Shatter Smash

Earth smash.

Crack much like a sledgehammer. Noisy. Just as crude as it sounds.

Shatter Sunder

Earth collapse.

Wreck hard Earth as if it were wood. Acts as a Fine Potent sledgehammer in combat. This bypasses the strength of materials, allowing you to break even the strongest stone. You can dig a car-sized hole in earth instead of making a break in a wall. You can also use this to smash other things or as a fine, potent sledgehammer.

Shatter Shear

Silent collapse

Shatter Sunder, and destroyed targets are reduced to a fine dust. The real difference here is that wrecking things is now silent when you have the right power. Leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence is of or on Earth. You can turn a car-sized spot of ground into quicksand.

Shatter Scatter

Area collapse.

Shatter Sunder over an Area (p. 221). Level a city block or raze a city wall. Rather straightforward, this just scales things up.

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