Difference between revisions of "Transmute Earth (Action Powers)"

From Action
Jump to navigation Jump to search
Line 39: Line 39:
 
Limit Break
 
Limit Break
  
You can shape stone, creating statues or simple devices and bypassing locks and traps embedded in stone. You cannot make fine details or devices of more than [[Tech_Level_(Action)#Ancient|Ancient Technology]] sophistication. Use 10 plus the [[Body_(Action)#Object_Toughness_and_Armor | armor value]] as the difficulty, every three points of Outcome shapes a cubic meter of earth or stone.
+
You can shape stone, creating statues or simple devices and bypassing locks and traps embedded in stone. You cannot make fine details or devices of more than [[Tech_Level_(Action)#Ancient|Ancient Technology]] sophistication. Use 10 plus the [[Body_(Action)#Object_Toughness_and_Armor | armor value]] as the difficulty, every three points of Outcome shapes a cubic meter of earth or stone, with a minimum of a 30 cm cube of you fail to get an Outcome of 3.
  
 
=== Transmute Matter ===
 
=== Transmute Matter ===

Revision as of 16:15, 24 May 2023

ActionT4 logo
Templates for Action
Main article: Powers (Action)

Analyze Earth

Basic Action

You can analyze the properties of any solid object within reach. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.

Finally, you can use this to detect tremors and other seismic phenomena and to sense if they are natural or the result of power use. You can predict natural tremors.

Craft Earth

Basic Action or Limit Break

You can create and repair objects out of earth that will perform as if they were basic items. In this way, you can create basic clothing, tools, arms, and armor of no more than Blacksmith sophistication that last for a scene. If you use a Limit Break to create items, they are permanent but still wear out faster than normal, lasting a week or so. The difficulty is the Toughness of the item; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant. Repairs have half the usual difficulty, but the same duration.

This is also useful for breaking and objects. You can do Demolish stunts against such objects as a basic action.

Earth Armor

Basic Action or Limit Break

You coat a willing target (which can be you) in protective rock. This increases Toughness by 3 points but reduces Reflexes by 1. If you use this as a Basic Action, it lasts until the end of the scene, if you use it as a Limit Break it lasts for the rest of the session. Earth Armor is obvious, Large. You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each action scene.

Extra-Dimensional Earth

Basic Action

You ward an area, making the earth there impassible to teleportation. Any attempt to Teleport trough such objects has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him surprised.

Extradimensional Earth covers a radius equal to your Create roll and the area retains this power until it is damaged or even notched - a Basic Action and an opposed Create check can manage this.

X-Ray Eyes

Basic Action

You can see through solid objects, especially sand, earth, and stone. This allows you to find buried treasures, traps, and hidden doors with ease. The difficulty of seeing through a wall or barrier is 5 plus its armor value. If it is made of earth, sand, or stone you can see one meter per point of outcome through a barrier, otherwise you can only see through one-tenth of that.

Stone Shape

Limit Break

You can shape stone, creating statues or simple devices and bypassing locks and traps embedded in stone. You cannot make fine details or devices of more than Ancient Technology sophistication. Use 10 plus the armor value as the difficulty, every three points of Outcome shapes a cubic meter of earth or stone, with a minimum of a 30 cm cube of you fail to get an Outcome of 3.

Transmute Matter

Limit Break

You can transform one solid into another. Basic Action or Limit Break

This is a Transmutation power. If you have several Transmutation powers, you can transform things between the substances you have powers for. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Repairing objects has half the difficulty of creating them or the Create of the maker for very complex items. If you use a Basic Action the duration is one scene, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent, but volatile substances and those that qualify as Items deteriorate at the end of a session unless paid for. Besides practical uses, this allows you to ignore the Resources column when Tinkering with this substance. This is also useful for breaking and damaging appropriate objects. You can do Demolish stunts against such objects as a Basic Action. Using Transmute Matter alone to transmute into of from metal or plant matter increases the mass-based difficulty by 5.

Wall of Earth

Limit Break

You can create a wall of earth that gains solidity as you advance in skill and power. The wall can be as long as the Create roll that created it, as high as your Mind and has a thickness of two meters. It cannot be created adjacent (within one meter of) a creature. A wall must be created in contact with the ground or solid foundations, but you can control its shape and by buttressing it can be used as a road, rampart or bridge, have a basic portal, catwalk and so on.

The wall has a Body equal to your Create + Mind and will erode naturally, but even under adverse conditions it should last a number of days equal to your Create roll. Damaging the wall will only harm a small section of it; weakening a two-meter section and potentially forming a tunnel.

Quicksand Trap XXX

Limit Break

You can turn the ground into a treacherous Trap, an area of loose soil that appears normal but will not support anyone who is substantial.

The trap remains for a number of hours equal to your skill roll and has a with + length that is also equal to the skill roll that created it. A Create or Ride roll vs. your skill is required to detect the quicksand before falling into it, with a +3 bonus if looking for traps. The change is gradual; if quicksand is created beneath an opponent he can automatically escape.

Anyone caught by the trap are encased in earth and cannot escape for the power's duration. They will not suffocate (or starve), though their companions may well give them up for dead. Vigorous digging by someone who is not caught and knows of the trap can free someone - this is a Limit Break unless they have powers to move or shape earth.