Transmute Earth (Action Powers)
Template:Action Power Templates
- Main article: Powers (Action)
Contents
Analyze Earth
Basic Action
You can analyze the properties of any solid object within reach. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.
Finally, you can use this to detect tremors and other seismic phenomena and to sense if they are natural or the result of power use. You can predict natural tremors.
Craft Earth
Basic Action or Limit Break
You can create and repair 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 that last for a scene. 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. Repairs have half the usual difficulty, but the same duration.
This is also useful for breaking and objects. You can do Demolish stunts against such objects as a basic action.
Earth Armor
Basic Action or Limit Break
You coat a willing target (which can be you) in protective rock. This increases Toughness by 3 points but reduces Reflexes by 1. 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 session. Earth Armor is obvious, Large. You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each action scene.
Extra-Dimensional Earth
Basic Action
You ward an area, making the earth there impassible to teleportation. Any attempt to Teleport trough such objects has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him surprised.
Extradimensional Earth covers a radius equal to your Create roll and the area retains this power until it is damaged or even notched - a Basic Action and an opposed Create check can manage this.
X-Ray Eyes
Basic Action
You can see through solid objects, especially sand, earth, or stone. This allows you to find buried treasures, traps and hidden doors with ease.
The difficulty of seeing through a wall or barrier is 5 plus its armor value. If it is made of earth, sand, or stone you can see one meter per point of outcome through a barrier, otherwise you can only see through one-tenth of that.
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.
Transmute Matter
Limit Break
You can transform one solid into another. Transmuting into metal or plant matter increases the mass-based difficulty by 5.Transmute Object (Action)
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.
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 Create or Ride 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 can free someone - this is a Limit Break unless they have powers to move or shape earth.