Shapeshift Earth (Action Powers)

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Revision as of 17:14, 4 April 2018 by Starfox (talk | contribs) (Sand Walk)
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Main article: Powers (Action)

Burrowing

Basic Action

You (and only you) can move through the earth by burrowing. As long as your Maneuver matches the difficulty 8 plus the armor value of the material you automatically succeed (there is no roll and requires no action). If the earth is tougher than that, burrowing is a Basic Action and you need to roll Maneuver against the difficulty on each action, burrowing your Move meters if you succeed.

Earth Elemental Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on an Earth Elemental with this power.

Earth Feet

Stance

Your movement is unhindered, as long as you are in contact with dry earth. Sand, broken ground, caltrops, pebbles, slopes up to 60 degrees and steps no taller than you are, all can be ignored while moving.

Levitating Rock

Stance

You ride a large rock, moving through the air instead of along the ground. The rock is large and clumsy enough that it is hard for you to fly in constricted spaces.

Petrification

Basic Action or Finisher

You can turn yourself to stone as a basic action or turn an opponent to stone as a finishing move. This can either be a stone statue, a basic lump of rock, encasement in mineral substances, or a merger with existing stone or rock. It can be an useful item, such as a stairway, portal, or wall section. In either case size remains roughly the same, but mass is increased by a factor of four or so.

Someone who is petrified can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

This is a Curse, but you can use a basic action to break the effect at any time while touching the target.

Sand Walk

Inherent

You can move across difficult ground without discomfort or trouble. This includes shifting sands, uneven floors, gradients up to 45 degrees, or even quicksand. 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 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.