Talk:Earth Powers (FiD)

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Skirmish

Prosper in the chaos of battle.

Sketch for new Master and Apex powers for Skirmish with all Forms.

Diamond Defense

Block Earth Harm.

Absorb Earth energies such as Earth powers, rockfalls, and earthquakes. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Diamond Dagger

Fine and Potent Attack.

Creates a Fine and Potent Earth weapon made of stone, like a sharp crystal spike or a pebble shot at high speed. This is done as a part of the attack and takes no extra time.

Diamond Devastation

Area attack.

Turns you into a one-man Earth army, attacking everyone in an area. This gives you Scale (p. 221), even if you are alone.

Diamond Decisiveness

Coordinate against Earth.

This allows you and allies to initiate a Group Action when overcoming physical obstacles or heavy loads. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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