Manipulates Earth

Published February 23, 2014 by


You have learned the art of shaping and changing earth, whether this be rock, soil, or sand.  You may have learned to do this purely through mental command, or with the assistance of raw strength.  You have a deep connection to earthly areas, such as caverns and mountains.  You likely wear brown or green clothing.  Glaives are most likely to use and refine this ability, but Jacks and Nanos might also find it useful.


GM Intrusion: The poor use of your power has created a small rock-slide.


Pick one other PC. This character can cause your earth powers to act oddly. Every once in a while, if he stands directly next to you, your powers are cancelled, but at other times, they seem improved when used near him.

Esotery Effects:

All of your esoteries now involves some kind of rock, soil, or sand. This is merely for cosmetic purposes.

Minor Effect Suggestions:
The use of your powers has uncovered some small trinket or sellable object.
Major Effect Suggestions:
Your powers have twice their normal efficacy for the duration of this round.
Tier 1:

Move Earth (1 Intellect point): You can exert force on earthly objects within short range for one round.  Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2, and you can use it to move, push, and lift earthly objects.  This power lacks the fine control to wield with much speed, so it is typically not used as a means of attack on its own.  Action.

Tier 2:

Mountainous Strength: You gain +3 to your Might Pool and +1 to your Might Edge.  Enabler.

Boulder Kick (4 Might and/or Intellect points): You can kick a boulder up and at an enemy.  You use a Might roll to determine whether or not you hit.  If you do, the attack deals 6 damage.  Action.

Tier 3:

Earth Armor (4 Might and/or Intellect points): You may shape earth in order to create a protective armor around yourself.  You gain a +3 to Armor that does not have a Might point cost or a Speed pool reduction.  However, you must be unarmored in order to use this ability.  This armor lasts for up to 10 minutes.  Action.

Magnetization:  You may now magnetize your body to any type of stone.  This makes scaling walls made of earth two difficulty steps easier.  Enabler.

Tier 4:

Earth Shelter (5 Might and/or Intellect points): Once a day, you can use earth to create a simple one-room structure with a door.  If you wish, this structure may also have an open window.  The structure is 10 feet by 10 feet by 10 feet (3 m by 3m by 6.1 m).  It is permanent and immobile once created, although this ability can be used again to destroy the structure.  If destroyed in this way, the earth will retake its “natural” shape and form once again.  Action.

Tier 5:

Wall of Rock (6 Might and/or Intellect points): You can raise a solid wall of earth from the ground.  This wall is about as tall as you are.  You must be either outside or at ground level in a building in order to use this ability.  The wall can defend against most physical attacks, but not against psychic or beam attacks (plasma, laser, energy).  Action.

Tier 6:

Earthquake (9 Might and/or Intellect points): You can create an earthquake within 250 feet of you.  This powerful quaking lasts for a natural length of time, likely no more than 5 minutes.  However, its destructive force will likely devastate whatever it is used against.