Deep Sight [16]
Tremor Sense [10]
Resilience [2 /lvl]
Ore Sense [10]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [2]
Precious Metal Sense [5]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
Gem Sense [5]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
(One Metal/Gem) Sense [3]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
Mud Walker [5]
Sand Walker [5]
Petrification Resistance [3]
Pass Earth [13]
Earth Glide [2]
Pass Stone [27]
Stone Glide - [2]
Earth Shaping [12 /lvl]
Metal Shaping [10]
Mighty Control [5]
Shard Shot [5]
Stunning Impact [4]
Scree Blast [7]
Weight of the Mountain [18]
Hard to Resist [2/lvl]
Cost: 15
Advantage: Darkvision
Base: 25 points - Divine Source -10%, Limited Duration -20%, MP cost (Variable) 1-3 -10%
Cost to Activate: 1-3 Mana
By spending 1-3 Mana you empower your eyes causing them to glow faintly with an amber light for a moment. For a number of hours equal to the mana you spent squared, you gain the ability to see though darkness as though it weren't there, though it's impossible to distinguish colour with no source of light.
1 MP = 1 hour, 2 MP = 4 hours, 3 MP = 9 hours.
Cost: 10 points
Advangate: Detect (Metal/Ore)
Base: 20. Divine -10%, Mana 1 -5%, Cooldown (15 sec) -20%, Limited Use (4/day) -20%, Onset (1 min) -10%.
Cost to Activate: 1 Mana
You can detect any segnificant sources of metals or ores even throug stone. This requires one full minute of concentration, after which the GM will secretly make a Sense roll for you. The range modifiers from the long distance modifiers apply.
On a success, the GM tells you the direction to the nearest significant source of the substance On a failure, you sense nothing. You can choose to ignore sources of metal or gems you are already aware of before you activate this power.
Detect also includes the ability to analyze what you detect. You can determine the type of ore, the size of the deposit, and the nature of the metal. This requires an IQ roll; the better the roll, the more precise the details.
For instance, if you had Detect (Metal), you could tell gold from led on a successful IQ roll, and might learn details on a critical roll– such as whether the gold is in the form of smelted bars, and its purity.
Options:
Acute Sense (Detection Sense) - 2 points / level
You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
Extra Uses - 2 points
You can double the number of uses to 4/day.
Acute Sense - 2 points
Instead of 1 minute you can pules the detection in a concentration action.
Cost: 5 points
Cost to Activate: 1 Mana
As Ore Sense above except you can only detect precious metals such as silver, gold, titanium, etc...
Cost: 5 points
Cost to Activate: 1 Mana
As Ore Sense above except you can only detect gemstones such as Diamond, Ruby, Amethyst, etc..
Cost: 3 points
Cost to Activate: 1 Mana
As Ore Sense above except you can only detect one specific type of gem or metal, when you are granted this power you must choose the metal, ore, gem, or other underground resource to detect.
For example: Diamond, Ruby, Emerals, Gold, Silve, Iron, or Coal
Cost: 5 points
Terrain Adaptation (Mud)
Base: 5 - Divine Power Origin -10%
This power grants you a supernatural ability to remain sure footed across the slipperiest of muddy surfaces. You do not suffer a DX or Move penalty while moving across or through muddy terrain.
Cost: 3 points
Advantage: Resistance (Petrification/Flesh-to-Stone)
Base: 2 points - Resistance (+8) +50%.
Your spiritual connection to the earth makes it difficult for magic to transform your flesh into mineral. You gain a +8 bonus to all HT or Will rolls to resist spells or abilities that would turn you to stone.
Cost: 2 points / level (max level = Rank Modifier)
Advangate: Damage Resistance
Base 5 - Limited Defense (Physical Damage) -20%, Tough Skin -40%, Divine Power Origin -10%
Your divine blessing makes your skin more resilient to harm from mundane sources. Cuts, scrapes, and falls all seem to affect you a little less than others. You have Damage Resistance 1 per level of this blessing against Physical Damage from any source.
Because of the divine origin of this power it doesn't function in areas where magic doesn't work or where the gods have no influence.
Cost: 5 points
Terrain Adaptation (Sand)
Base: 5 - Divine Power Origin - 10%
This power grants you a supernatural ability to remain sure footed in sand that would normally impaire your movement. You do not suffer a DX or Move penalty while moving across or through sand.
Cost: 10
Advantage: Scanning Sense (Sonar) [9]
Base: 20 points - Medium (Stone/Earth) 0%, Reduced Range 1/4 (50 meter) -10%, Accessibility (Only While Vibration Sense is active) -10%, Takes Extra Action (Ping Strike) -10%, Divine Power Origin -10%, Takes Recharge (1 min.) -10%, Costs Mana 1 -5%
Advantage: Vibration Sense [1]
Base: 10 points - Requires Concentrate -15%, Accessibility (Skin Contact) -10%, Cannot Detect Immobile Objects -30%, Divine Power Origin -10%, Reduced Range 1/4 (50 meters) -10%, Alternate Ability 1/5 cost
Cost to Activate: 1 Mana (Ping only)
Endrithavārn's blessing allows you to focus your sense into your skin, which becomes very receptive to the vibrations of the world. To actively use this sense you must stop and press your skin to the ground/stone you wish to listen though, simply touching it with your hands is enough. Movement through or against the stone registers as sound to your touch and you get a vague sense of anything that moves within 50 meters of you that is touching the ground.
Additionally, you may strike the surface you're listening to with a stone or metal object to send out a mana empowered ping (cost 1 mp) similar to sonar that gives you a mental image of the stone and any objects, pockets, more or less dense areas, and anything directly touching the medium you're listening to within 50 yards. Using this ping ability requires two actions, the first to strike the stone, the second to actively listen and interpret the information.
The ping overloads this sense for a time, the feedback from the strike messing with your Tremor sense making either function of it inaccessable for 1 minute.
Cost: 13 points / level
Advantage: Control (Earth/Stone)
Base: 20/level - Mana Cost 2 -10%, Requires Concentrate -15%, Divine Power Origin -10%, Movement (levitation) +5%, Environmental (Must have source material) -5%.
Cost to Activate: 2 Mana
By spending 2 mana and concentrating on existing earth, stone, or sand, you seize control of a 1-meter hex containing up to 50kg of material.
Rough shaping requires no skill roles but finer details require relevant skill checks.
While maintaining concentration, you can perform the following maneuvers:
Stone Aegis (Defense): You pull a slab of stone or a swirl of dense sand in front of an ally. Provide DR 6 (Physical Only). It doesn't just reduce damage; it can completely intercept an attack. If the stone takes more than 10 HP in one hit, it shatters and the shield ends.
Dust Veil (Obscurement): You kick up dust, swirling it into a thick cloud. This imposes a -4 penalty to Vision rolls through the hex.
Pitfall/Entrap (Crowd Control): You instantly liquefy the ground under a target or raise "stone teeth" around them. Quick Contest: Your IQ vs. Target's DX. On a failure, they are Bound (as discussed with Ice). Breaking out requires a ST roll vs. ST 12 (10 + Control Level).
Harden/Loosen (Phase Shift): You can change the density of the earth.
Earth to Stone: Turn a soft patch of dirt into a triping hazard (DX-2 to move).
Stone to Earth: Soften Stone to earth or clay.
Stone to Sand: Turn a solid floor into Difficult Terrain (Move is halved).
Sand to Stone: Turn controlled sand to sandstone.
Dust Cloud (Obscurement): You whip loose dirt or sand into a localized sandstorm. This imposes a -3 Vision penalty to anyone inside or looking through the hex.
Requires Control Earth 2
Control and Move: Move earth or stone at 1/2 speed and do another control action.
Harden/Loosen: You can now Turn Earth to Sand or Sand to Earth.
Requires Control Earth 3
Tectonic Buffer (Reaction): Use as a reaction against a physical "Slam," "Crushing," or "Falling" attack. Roll IQ (with range penalties). Success allows you to use the earth to absorb the impact, applying your Stone Aegis (DR 6) to the damage.
Catch a falling object with earth/stone reducing it's effective fall distance by 5 meters.
Additional Levels:
Gain +1 hex (and +50kg) of earth controlled.
Gain +2 DR with Stone Aegis.
Gain +1 move for distance earth can be moved (levitated).
Gain +1 IQ rolls specifically to use this power.
Options:
Metal Shaping - 10 points:
Adds the ability to reshape refined metals, but costs an additional +2 Mana per use, affects 1/10 the weight of Earth.
Mighty Control [5]
Double the Weight of earth/stone you can manipulate.
Cost: 13 Points
Permeation (Earth) [6]
Base: 20 - Blockable (Stone and Metal) -30%, Mana Cost 2 -10%, Accessibility (Limited Duration - 1 min) -20%, Movement Disadvantage (Swimming rules) -10%, Can Carry Objects (light) +20%, Takes Recharge (5 mintues) -20% Divine Power Origin -10%, Linked +10%
Earth Sense [7]
Base 10 - Detect (Hollow Spaces, Rocks and Stone Surfaces, Veins of Metal or Crystal, and Surfaces), Accessibility (Only on while Permeation is active) -30%, Divine Power Origin -10%, Linked +10%
Cost to Activate: 2 Mana
By spending 2 mana you can begin to move through stone and earth, but not metal or crystal, as though it were water. You don't open a passage behind you; observers just see you “melt” into the surface and disappear. While "swimming," you don't see colors or light, but you have a 360° "spatial awareness" of the stone within 5 meters. You instinctively know where the nearest open air is, where solid metal veins are (which block you), and if any creatures are standing on the stone nearby.
You must still breathe, which limits trips to the length of time you can hold your breath.
You are affected by gravity, but movement through the earth requires a swim check and reduces your movement speed to 1/10 your base land move speed unless you have a swim speed. . Furthermore, you can be affected by any attack that can reach you within a solid object. You also remain vulnerable to attacks with the material you can pass through.
You are able to carry objects, including clothing and armor, up to a your Light Load capacity. If dropped, objects “pop” into open space at the point where you entered the material. You cannot leave things inside solid matter!
Options:
Earth Glide - 2 points
You gain the Amphibious Advantage while your Pass Earth ability is active, increasing your movement speed to your full base land speed. This effect only applies to Earth, not to actual water.
Cost: 27 Points
Permeation (Stone) [20]
Base: 40 - Blockable (Metal) -10%, Mana Cost 2 -10%, Accessibility (Limited Duration - 1 min) -20%, Movement Disadvantage (Swimming rules) -10%, Can Carry Objects (light) +20%, Takes Recharge (5 mintues) -20% Divine Power Origin -10%, Linked +10%
Stone Sense [7]
Base 10 - Detect (Hollow Spaces, Veins of Metal or Crystal, and Surfaces), Accessibility (Only on while Permeation is active) -30%, Divine Power Origin -10%, Linked +10%
Cost to Activate: 2 Mana
By spending 2 mana you can begin to move through stone and earth, but not metal or crystal, as though it were water. You don't open a passage behind you; observers just see you “melt” into the surface and disappear. While "swimming," you don't see colors or light, but you have a 360° "spatial awareness" of the stone within 5 meters. You instinctively know where the nearest open air is, where solid metal veins are (which block you), and if any creatures are standing on the stone nearby.
You must still breathe, which limits trips to the length of time you can hold your breath.
You are affected by gravity, but movement through the earth requires a swim check and reduces your movement speed to 1/10 your base land move speed unless you have a swim speed. . Furthermore, you can be affected by any attack that can reach you within a solid object. You also remain vulnerable to attacks with the material you can pass through.
You are able to carry objects, including clothing and armor, up to a your Light Load capacity. If dropped, objects “pop” into open space at the point where you entered the material. You cannot leave things inside solid matter!
Options:
Stone Glide - 2 points
You gain the Amphibious Advantage while your Pass Earth ability is active, increasing your movement speed to your full base land speed. This effect only applies to Earth, not to actual water.
Cost: 5 points / level (max level = rank modifier)
Advantage: Innate Attack (1d Impaling)
Base: 8, Variable +5, Takes Extra Time 1 -10%, Acc (-2) -10%, Costs Mana (1) -5%, Accessibility (stone/earth) -10%, Divine Power Origin -10%
Cost to Activate: 1 Mana / 1d damage.
You launch solid lance of stone from any significant source of stone within 1 meter of you. You decide the power level by the mana spent:
The attack is 1d Impaling damage, 1/2 D 20, Max 50, Acc 3, Rof 1, and Recoil 1.
Each Levels gives:
+1d Impaling Damage
Range 1/2D +10 / Max +25
Options:
Stunning Impact: 4 points
Adds the Side Effect (Stunning) enhancement. If the target takes any penetrating damage, they must roll HT (at -1 per 2 points of damage) or be physically stunned.
Cost: 7 points
Innate Attack (Crushing) 2d-1
Base 8 - Cone (5 yards) +100%, Double Knockback +20%, Mana cost 1 -5%, Divine Power Origin -10%, Takes Recharge (5 seconds) -10%, Accessibility (Requires Earth/Stone) -10%
Cost to Activate: 1 Mana
In a moment of violent intent you pull earth and stone from around you and fling it in a 5 yard cone in front of you, blasting the area with all the lose stone and dirt.
The spell deals 2d-1 crushing damage in a 5 yard cone. Roll to hit with the attack against anything in the area of effect that could be damaged by the effect. Once the spell has finished the propelled stone melts back into mana and the original pieces you pulled up are exactly where they were before hand, as though they'd never moved. You need to wait a minimum of 5 seconds after the Blast before attempting to use it again.
*Double your damage (before DR and Damage Multipliers) and compare it to the targets ST -2 score. They are knocked back 1 meter for ever full multiple of their modified ST.
For example, if you roll a 6 on your damage die you count your damage as 12 for the purposes of how far you push them. If they have 12 ST it's counted as 10 when resisting knockback. Since your damage was equal to or better than their ST -2 they are pushed back 1 meter. This happens even if they blocked or their DR reduces the damage after the hit, it doesn't happened if they dodged the attack however.
Cost: 18 points
Advantage: Affliction 1
Base: 10 points. Affliction -3 DX +30%, Based on Will +10%, Malediction (Standard Range Modifiers) +100%, Takes Cooldown (15 seconds) -20%, Mana Cost 2 -10%, Sense Based (Vision) -20%, Divine Power Origin -10%
Cost to Activate: 2 Mana
You lock eyes with your opponent and your will settles on them like the weight of a mountain. As a concentrate action you spend 2 Mana and gaze at your opponent causing a Quick contest of Will rolls. Your Target makes an unmodified Will roll, while you suffer a penalty to your Will roll equal to standard range penalties. If they fail, their body feels as heavy as a boulder for a number of minutes equal to the number by which they lost.
For the duration they suffer a -3 penalty to their DX and all applicable skills and defenses are likewise hampered by the psychic weight.
This ability has a visual component, the locking of eyes, if your opponent can't see your eyes or you can't see theirs this power does not work.
Once used you can't use this power again for at least 15 seconds.
Options:
Harder to resist 2 points / level (max level = rank modifier)
Increase the penalty to your targets Will roll to resist the affliction by 1.