Transmute Earth (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Craft Earth
Basic Action or Limit Break
You can create 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. The duration is minutes equal to the Action Result. If you use a Limit Break to create items, they are permanent but still wear out faster than normal, lasting about a month 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.
Dig
Basic Action
You can move prodigious amounts of sand, and huge amounts of earth or even stone. Use 10 plus the armor value as the difficulty, each point of Outcome moves a cubic meter of earth. Construction created this way is unstable and will soon collapse into piles of earth and debris. If the earth is to be worked with any amount of precision, you have to work slower. Over a longer period of time, this power does the work of a number of manual laborers equal to your skill roll.
Earth Armor
Basic Action or Limit Break
You coat the target (which can be you) in protective rock. He gains 8 points of armor, increasing Toughness, but suffers a Reflex penalty of -2. If you use this as a Basic Action, it lasts until the end of the round, if you use it as a Limit Break it lasts for one scene or about 15 minutes.
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. The wall will collapse when a third of its length is holed.
Quicksand Trap
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 Perception or Spot 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 reduces duration by the number of minutes spent.