Normal Topic Earth Control/Earth Powers (Read 1564 times)
dsumner
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Earth Control/Earth Powers
Nov 14th, 2013 at 7:47am
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Earth Powers/Earth Control: The character may choose which of the two varieties he posesses:

A) Earth Control: The ability to manipulate earthen material (stone, dirt, sand, mud, etc.). The character’s “earth capacity” equals E x Level x 100 pounds. This is the maximum amount of earth that the character can manipulate. PR=5 to manipulate.

Earth Control can be used as a defense, defending as Force Field, taking one action and one point of power to set up, with a PR of 1 per attack repulsed thereafter (for devices assume PR=5 with a 10 turn duration). Earth Control defense ties up no earth capacity.

The character can manipulate earthen material, requiring one action to gain control of the material. Manipulating the material takes movement only thereafter, and the character's earth capacity supply is temporarily reduced by the number of pounds of earth controlled. The speed at which earthen material can be moved is equal to one-tenth of the character's remaining Earth Capacity, rounded up, in inches per turn. Once control is established it lasts for E turns before fading: extending control for E more turns costs 5 more power, but no actions.

Using controlled earth as a weapon costs no additional Power and does damage based on the object's weight and velocity as per a thrown projectile. Use the Hand-to-Hand column on the combat table.
« Last Edit: Nov 15th, 2013 at 4:33pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

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Paul
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Re: Earth Control/Earth Powers
Reply #1 - Nov 14th, 2013 at 12:47pm
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Pretty cool, reminds me of Earth bending in Avatar.
  

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dsumner
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Re: Earth Control/Earth Powers
Reply #2 - Nov 14th, 2013 at 4:29pm
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Thanks Pual. One quick note. If GMs deem the Earth Capability to powerful, then knock it down to E x level x 50 lbs. When I get done playing with it, I'll be adding a "B" version of the power as well.
  

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Re: Earth Control/Earth Powers
Reply #3 - Nov 14th, 2013 at 4:58pm
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I do this with a variant of "Ice Powers" or "Solid Illusions". Works for water as well.
It does seem odd that Misters Dee and Herman had "Ice Powers" and "Flame Powers", but not "Air", "Earth", or "Water". Still, the system is flexible enough to handle these as "Illusions", "Ice Power" variations, or just a "Mutant Power".

I do like Dom's treatment though. I'm iffy on the successful roll to hit to gain control, but that is a small point.
Nicely done.
  

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dsumner
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Re: Earth Control/Earth Powers
Reply #4 - Nov 14th, 2013 at 5:06pm
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I've got an Air Powers/Air Control variant posted, I've also got a "Crystal Powers" variant (based on Ice Powers & Illusions B) posted for Kole in the Teen Titans thread.

I've been tinkering around with water powers/water control/hydokinesis, but really just let it sit on the back burner.

As far as the to hit roll goes, I may drop it based on feedback from you guys.
  

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Re: Earth Control/Earth Powers
Reply #5 - Nov 15th, 2013 at 3:16pm
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Yeah, I'd recommend dropping it or making the chance to hit higher.  With Magnetics a character is starting out with a 13 base, as opposed to a 5 as you get with HTH.
  
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dsumner
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Re: Earth Control/Earth Powers
Reply #6 - Nov 15th, 2013 at 4:34pm
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Okay, dropped the to hit roll.
  

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dsumner
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Re: Earth Control/Earth Powers
Reply #7 - Aug 30th, 2020 at 5:40pm
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After many moons, I finally got back to working on the 2nd version of this on, Earth Control: GeoForce: I'll post the initial draft at some point this week.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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