Earth (Power)

'''Atk. die': 1d8+VIT (phys. melee)''

Tough Demeanor

 * Type: passive


 * Prerequisite(s): 5 SP


 * Allows for 2 reactions per round. Modifies C:BR by -1:-1.

Received upon selecting this power.

Bide

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 2 supply, burn 4 HP; any further damage you take this turn is non-lethal.

Boulder Barrage

 * Type: standard


 * Prerequisite(s): 2 SP


 * Burn 1 supply, choose a direction; make an attack against each enemy in a 6 square line in that direction from you.

The direction must be a cardinal or ordinal direction.

Juggernaut

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 1 supply; ignore any and all terrain modifications, walls, or barriers that would impede or prevent your movement. If a wall or barrier is crossed this way, it is destroyed. This effect lasts until the end of the next round.

All abilities that choose squares are terrain modifications.

Sturdy Stance

 * Type: reaction


 * Prerequisite(s): 2 SP


 * Burn 2 supply; until the beginning of your next turn, if a foe attempts to attack you, take the damage as non-lethal, or if a foe attempts to target you (and only you) with an ability, negate it then deal twice your level in non-lethal damage to yourself.

Vengeance

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply, target a character within range 6 of you; make an attack roll on that target. On a success, deal damage to the target equal to your non-lethal damage. This is an attack.

Earthquake

 * Type: special 3


 * Prerequisite(s): 6 SP


 * Burn 4 supply; make an attack roll against each enemy that is touching the same surfaces you are. For each successful roll, deal your atk. die to that enemy, then that enemy can’t move more than half their movement speed on their next turn.

Magnet

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 3 supply; until the end of the second round after you activated this ability, all damage that would be dealt to your allies is instead dealt to you.

The duration does not include this round, so the next round is the first round for this duration, and then the next round after that is the second round for this duration. Effects that are based off of dealing damage still activate on the original targets.

Stone Blockade

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 2 supply, choose up to 6 squares within range 8 of you and each other; create a 6 square tall wall at each of those squares. If any of the chosen squares are adjacent to each other, the wall is also continuous. These walls block all vision and projectiles, and cannot be walked through. These walls have 8 HP each, and all attacks against them automatically succeed. These walls last until destroyed.

Choosing two squares is part of the cost, and can be discerned by others.

Stoneclad

 * Type: passive


 * Prerequisite(s): 5 SP


 * Modifies defense by +1 and modifies supply by +1.

Unbreachable

 * Type: passive


 * Prerequisite(s): 4 SP


 * While you are staggered, you take half damage from all sources, but also only gain half the benefits of any healing. You can still die by any means.

Boulder Avalanche

 * Type: standard


 * Prerequisite(s): 4 SP, Boulder Barrage


 * Burn 3 supply, choose two directions; make an attack against each enemy in a 6 square line in both of those directions from you.

The directions must be cardinal or ordinal directions.

Crack

 * Type: reaction


 * Prerequisite(s): 6 SP, Bide


 * Burn 3 supply, burn 6 HP; any further damage you take this turn is instead subtracted from your total non-lethal damage. When you are at 0 non-lethal, take damage from your HP as usual. At the start of your next turn, you start with 1 additional AP.

Grind Out

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 1 supply, target a character within range 6 of you; make an attack roll against that target. If you succeed, deal your atk. die to that target, and also modify their defense by -2 until the start of your next turn.

Immovable

 * Type: passive


 * Prerequisite(s): 5 SP


 * Whenever you would gain or be afflicted by a status, you may burn 2 of any attribute score to not gain that status. This cannot prevent dead, unconscious, or staggered.

Unending Progress

 * Type: passive


 * Prerequisite(s): 6 SP


 * At the beginning of each of your turns, you regain 1 supply, up to your maximum supply.