EARTH

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In most Creation Essences, the Gods or their forebears shaped the World from the proto-matter of the Void. In other Essences, they tore down impenetrable walls, sunk islands and reshaped landmasses. This Purview is the legacy of that power.

 

Innate Power: Whether the character is caught up in a landslide, buried in a shallow grave by the roadside or trapped in the rubble of a collapsing building, he need not fear the earth’s embrace. No amount of collapsing rubble can break the Champion’s bones (or the Birthright itself), and he won’t suffocate no matter how much dirt piles onto him. If he lacks the strength to free himself, however, he does run the risk of either starving to death or dying of thirst if no one digs him out. Yet, it would not be the earth that kills him, but his own lack of fortitude.

 

LISTEN TO THE EARTH TECHNIQUE

Cost:  2m

Mins: Essence 2

Type: Simple

Keywords: Combo-Ok

Duration:  Dedicated

Prerequisite Charm: NONE

By stomping or otherwise knocking on the earth, the Champion gets a sense of its general composition and density, as well as finding holes or caves beneath the surface. If he’s looking for something specific in the earth—such as gold, oil or a human body—this Blessing reveals its distance from him and depth from the Champion enter at the expense of the other information.

The Blessing works only at ground level or on the up-thrust surface of a mountainside, but it works through floors and pavement. It gives the Champion a semi-spherical reading with a radius equal to one half mile per dot of Essence.

 

EARTHEN DOMINANCE MANEUVER

Cost:  4m

Mins: Essence 3

Type: Reflexive

Keywords: Shaping, Obvious

Duration:  Special

Prerequisite Charm: LISTEN TO THE EARTH TECHNIQUE

The Champion can sculpt stone, fired clay or non-magical metal with his bare hands. When this charm activates the substance becomes malleable like wet clay for as long as he touches it. With a successful (Dexterity + Craft) roll by his player, the Champion can shape it into any form his nimble fingers can produce.

The Champion can affect up to one cubic foot of material at a time. Once he breaks contact with the substance he is shaping for more than a minute it loses all malleability and sets in its new form.

 

ARMOR OF ROCK AND STONE STANCE

Cost:  6m

Mins: Essence 4

Type: Simple

Keywords: Shaping, Obvious

Duration:  Scene

Prerequisite Charm: EARTHEN DOMINANCE MANEUVER

The Champion stomps a foot or pounds a fist on the bare earth, and a thick cloud of particles of the substance rises into the air around him. This cloud swirls around him and accumulates on his body like a suit of plate armor plus helmet. Any earthen substance will suffice, from gravel to mud to sand. The armor the coating of particles creates has a bashing and lethal Hardness and soak equal to half the Champion’s Essence (rounded up), as well as a mobility penalty equal to that of a buff-jacket. It lasts for the rest of the scene, at the end of which it shatters into a million pieces and falls at the Champion’s feet. A Champion with Shaping (Earth •••) can craft the armor into a stylized shape, but only if the Champion wearing the armor remains inactive long enough to allow it.

 

JOYOUS DANCE OF THE MOUNTAINS

Cost:  8m, 1wp/ 2m

Mins: Essence 4

Type: Reflexive

Keywords: Obvious

Duration:  Scene, Instant

Prerequisite Charms: Earth Armor

Prerequisite Charm: ARMOR OF ROCK AND STONE STANCE

Moving his arms like the conductor of a symphony orchestra, the Exalted can mentally change the shape of any bare earth or stone within two yards per point of essence. He can make jagged spars of stone thrust up from the surface, or he can open yawning crevices beneath the feet of his enemies. He can hollow out a depression suitable for the site of a mass grave or raise an earthen wall to keep hooligans at bay. He can detach a sheet of earth from a hillside to send it crashing down, or he can halt such a landslide in its tracks and force it to rejoin the earth beneath it.

The Exalted can reshape one cubic yard of earth per dot of will at a time at maximum distance two yards per point of willpower. After the activation costs he remains in mental connection to the earth for one scene. Upon the initial activation the chosen can also shape the controlled earth in the method stated below. After activation each additional shaping action cost's  2 motes and is considered a speed 5 action. Moving the construct or attacking with it takes more effort and is considered a miscellaneous action. Willing the controlled earth to take on a basic shape can be done effortlessly, no roll is required. If detail is desired then the player must roll a wits + craft roll. This roll cannot be botched, but if it's failed the character can just simply try again in five tics.

A earthen construct created by this charm has a lethal soak/hardness equal to the champions temperance and a bashing soak equal to double it's lethal soak. Also, it has  one -0 health levels per dot of willpower. The champion can raise these traits by spending 5 motes per level of lethal soak, 2 levels of bashing soak, one level of hardness or one additional health level.

Once the all 0- level health levels are depleted the construct is considered destroyed and the champion must reestablish a new connection. The champion can reestablish the connection by paying the activation cost again as a reflexive action but only if attempted during the same scene that the initial activation took place.

The controlled by the champion does not move fast enough to used as a attack. It can cause avalanches and such but direct assaults are beyond the power of this charm.

  While the champion has control he can move the construct anywhere inside the initial radius of control when the charm was activated but he himself cannot move. He can defend himself with a 2 dice external penalty if he has too but other wise he must concentrate on his construct.

Earth under the control of the champion cannot only be usurped by a adversary whose essence is higher than his and they have some form of earth control. Those whose essence is equal to him can try to wrestle control from him by rolling a will + essence roll. If the adversary wins he gains control over the construct. If he loses he cannot try again for the rest of the scene.

 

EARTH AS WATER WALK

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: SHAPING

Duration:  Scene

Prerequisite Charm: JOYOUS DANCE OF THE MOUNTAINS

The Champion can reflexively sink into the bare earth or stone or metal and move through it like a swimmer through water. Also, unless the Champion has Safely Interred (Earth •), he can remain within the earth for only as long as he can hold his breath. If he stays under longer, he begins to drown. While he’s under,the Champion instinctively knows his way to the nearest air.