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Geomancer | Reform the terrain. | |
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caret-right | Permanency | Your changes last longer. |
Enterprises | Geomancer School |
Utility | plus-circleMire: As an action, you can create a mire in any space within throwing range (0-10 meters). The target space and all other spaces within 2 meters become difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of the current exploration turn. Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage. minus-circleSupply Cost: Roll a trigger die when creating a mire. If the result is 1-3, then doing so costs 1 Supply or use of a Tool Box item. You cannot use this ability if you have no Supply/Tool Box uses remaining. |
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Utility | plus-circleSmooth Floors: As an action, you can smooth out an area in any space within throwing range (0-10 meters). The target space and all other spaces within 2 meters are smoothed until the end of the current exploration turn. Smoothing removes difficult terrain and makes the area perfectly accessible to wheeled vehicles, even if it was too rough and uneven before. plus-circleSmooth Walls: You can also choose to smooth out any walls in the area of effect, making them more difficult to climb. Especially easy to climb surfaces now have no special handholds, meaning that only creatures with the Acrobat class can climb them. Anything that already required the Acrobat class to climb is now the approximate roughness of a brick wall, which requires the Spider Climb ability from the Acrobat class. Anything that already required the Spider Climb ability is now the approximate smoothness of a pane of glass. minus-circleSupply Cost: Roll a trigger die when creating a mire. If the result is 1-3, then doing so costs 1 Supply or use of a Tool Box item. You cannot use this ability if you have no Supply/Tool Box uses remaining. |
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Utility | plus-circleAspect of Stone: Effects created via Geomancer abilities now last until the end of the current session instead of only for the current exploration turn. | |
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caret-right | Alternative | plus-circleTrue Permanency: You can choose to make your Geomancy-effected changes completely permanent; they never revert on their own. minus-circleSubject To Effort: Permanent Geomancy effects are no more or less durable than their natural counterparts and can be destroyed through any method that could normally destroy such things (for example, a crew of dudes with shovels can clean up and remove a permanent mire given time). minus-circleAdditional Cost: Making a Geomancy effect truly permanent costs 1 Supply or use of a Tool Box item. This is in addition to any costs that creating it in the first place may have incurred. |
Geomancer School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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