Move Earth (Action Powers)

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Main article: Powers (Action)

Burrowing

Basic Action

You can move through the earth by burrowing. Make a Ride roll against the Toughness of the material; if you succeed, you can proceed at normal speed (not running speed) this action. If you fail, you are stuck but can try again on your next action.

When you take this power, decide whether you create a tunnel that others may use or collapse it behind you. You can learn it twice to do either. If you do leave a tunnel, it can affect structural integrity of the ground.

Earth Floater

Stance

You cause a parcel of earth to become unaffected by gravity, hovering gently at you command. The Earth Floater has a Body equal to your Ride skill, a Move of 3 and carries things like a creature of this strength. You can make the earth floater of any size from one meter in diameter to your Mind meters in diameter. At full size it can comfortably carry a number of passengers equal to your Mind, more if you pack them so tight they cannot move properly. If you sit on the disc it works like an open vehicle, if you move independently it trails after you. You can remote control it as a Basic Action, but if it is more than Mind meters away from you, it just floats there.

If the floater is airborne when you cease concentrating upon the stance, it floats gently to the ground at the rate of 10 meters per Basic Action you take.

Passwall

Basic Action and Stance

You can create an opening through sand, earth or stone. Use Toughness as the difficulty, the Outcome must exceed the thickness of the barrier (in meters), or nothing happens. The portal remains open for the remainder of the round; you can keep it open longer as a stance. Passwall does not affect structural integrity.

Roaming the Earth

Limit Break

You stretch distance in an area, making any path traced through this area longer or shorter. The actual size of objects, creatures, and terrain features is not affected, only distances to be crossed. The area you affect must be natural or roughly worked ground terrain; this power will work in caves, ruins, rough mines and similar spaces but not inside intact buildings. Distances are either made longer or shorter with each use of this power.

If distances are made longer you affect a real-world area with a diameter up to your Ride skill. Distances in this area are multiplied by your Ride skill, making ranges longer and movement slower.

If distances are made shorter you affect a real-world area with a diameter up to your Ride squared. Add your Mind to the Move of those using the compressed space. In combat, this effect lasts for a scene and affects all creatures in the area.

Sand Walk

Stance

You can move across shifting sands, uneven floors or even quicksand without discomfort or trouble. You never lose your balance because of the terrain. You can climb up sheer stone walls or shifting sand slopes as if they were stable and had plenty of handholds.

Traps made of or built into earth, earth or stone store can be bypassed using this movement. You will not discover the trap, but neither will it trigger on you. If someone else triggers the trap, you can still be affected normally.

Traction

Stance

Select a land vehicle or creature you touch; its Move is increased by +2 when running on the ground. You need not continue to touch it to maintain the stance.