Earth (Power)

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

Tough Demeanor

 * Type: passive


 * Prerequisite(s): 0 SP


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

- Received upon selecting this power.

Sturdy Stance

 * Type: reaction


 * Prerequisite(s): 2 SP


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

Vengeance

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply, target a person within 30 ft. 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.

Bide

 * Type: reaction


 * Prerequisite(s): 3 SP


 * 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 round, you start with 1 additional AP.

Unbreachable

 * Type: passive


 * Prerequisite(s): 5 SP


 * When you are reduced to 0 HP or lower, rather than becoming unconscious, you instead are simply reduced to 1 AP per turn. You can still die by any means.

Boulder Barrage

 * Type: standard


 * Prerequisite(s): 2 SP


 * Burn 1 supply, choose a direction; make an attack against each enemy in a 30 ft. line in that direction from you.

- The direction must be a cardinal or ordinal direction.

Stone Blockade

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 2 supply, choose up to 6 squares within 40 ft. of you and each other; create a 30 ft. tall wall at each of those squares. If any of the chosen squares are adjacent to each other, the wall is 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.

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 entire round.

- All abilities that choose squares are terrain modifications.

Earthquake

 * Type: special 3


 * Prerequisite(s): 8 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 round.

Stoneclad

 * Type: passive


 * Prerequisite(s): 5 SP


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

Magnet

 * Type: special 2


 * Prerequisite(s): 6 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.

- Effects that are based off of dealing damage still activate on the original targets.