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

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(Levitating Rock)
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Basic Action or Limit Break
 
Basic Action or Limit Break
  
You coat the target (which can be you) in protective rock. He gains 8 points of armor, increasing [[Toughness (Action)|Toughness]], but suffers a [[Reflexes (Action)|Reflex]] penalty of -2. 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 day.
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You coat a willing target (which can be you) in protective rock. He gains 8 points of armor, increasing [[Toughness (Action)|Toughness]], but suffers a [[Reflexes (Action)|Reflex]] penalty of -2. 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 day.
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=== Levitating Rock ===
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Stance
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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.
  
 
=== Stone Shape ===
 
=== Stone Shape ===

Revision as of 11:13, 27 May 2011

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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 Mind meters. Earth moved this way does not fly and moves too slowly to be an an effective attack, but can quickly create difficult terrain. Construction created this way is unstable and will soon collapse into piles of earth and debris - construction more complex than ditches and road banks need more careful attention. 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 a willing 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 scene, if you use it as a Limit Break it lasts for the rest of the day.

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.

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.

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.