This is an old revision of the document!
earth+stone (or similar materials) only
sculpt: leave spaces untouched, move terrain features around (limited size, but can move bigger by spending more, takes procedure)
wider pit/pillar alternatives with climbable walls, plus lift/sudden fall
Thanks to modern geology, we know that the world's form was carved through natural processes over millions of years and not all at once by gods gone on a mad bender. The mountain out back is an exception, which I shall tell you about when you're older.
Geomancers sculpt and reform the landscape, leading to a lot of potentially complex emergent behavior. The rules here only cover the basics of what you can do with each ability; more advanced uses are left to the creativity of the players and the rulings of the referee.
Geomancer | Reform the terrain. | |
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caret-right | Megalith | Change more at once. |
caret-right | Permanency | Your changes last longer. |
caret-right | Pillar | Raise solid columns. |
caret-right | Pit | Make holes in the ground. |
caret-right | Tides | Raise and lower water. |
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-circleAmbitious Landscaper: When you create either mire or smoothing effects using the Geomancer ability, the target space and all other spaces within 10 meters are affected instead of only the target space and all others within 2 meters. | |
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Utility | plus-circleMonumentous: When you create either pit or pillar effects using the Pit or Pillar abilities respectively, you may affect up to three spaces at once instead of only one. All spaces must be adjacent to each other but can be in any arrangement you find pleasing. | |
Utility | plus-circleGet the Boat: When you cause water to either rise or recede using the Tides ability, the target space and all other spaces within 5 meters are affected instead of only the target spaces and all other spaces within 2 meters. | |
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. |
Utility | plus-circleRaised Barrier: As an action, you can pull up a solid column from the earth (or other solid surface) in any space within throwing range (0-10 meters). The target space rises to create a pillar 1 meter wide, 1 meter thick, and up to 3 meters tall which remains until the end of the current exploration turn. The pillar fills the target space entirely and acts as an obstacle like any solid object would. minus-circleSafe Raise: The pillar is raised slowly and smoothly. Any creatures in the area of effect when the pillar is raised are moved to an adjacent space instead of being lifted by it (or if they prefer, they are lifted lightly and end up standing on top). Any creature that's on the pillar when it recedes is softly dropped back down to the ground. plus-circleI Can See My House From Here: Any creature that gets forcefully thrown off a pillar takes falling damage (1 point per 3 meters fallen, applied directly to Flesh). The walls of the pillar are rough but lack obvious handholds, meaning that a creature must have the Acrobat class in order to climb it. plus-circleFlexible Application: Pillars can be made wider or taller by re-using the ability. Multiple pillars will merge seamlessly with each other and with any other adjacent walls or solid objects (but not creatures). You can also use this ability on vertical surfaces to create 1x1x3 blocks in order to create bridges or other structures (referee adjudicates exactly how strong these end up being). Pillar and Pit effects cancel each other out. minus-circleCostly Raise: Using this ability costs 1 Supply or use of a Tool Box item. |
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Utility | plus-circleYawning Gap: As an action, you can open up a hole in the earth (or other solid surface) in any space within throwing range (0-10 meters). The target space splits open and reveals a pit up to 3 meters deep which remains open until the end of the current exploration turn. If this ability is used in an area where the floor is less than 3 meters thick, it simply opens up a hole leading to whatever's underneath. minus-circleSafe Opening: The pit opens slowly and smoothly. Any creatures in the area of effect when the pit was opened are moved to its edge instead of being dropped directly inside (or if they prefer, they are lowered softly to its bottom). Any creature that's inside the pit when it closes is harmlessly ejected. plus-circleGet In There: Any creature that gets forcefully thrown in a pit takes falling damage (1 point per 3 meters fallen, applied directly to Flesh). The walls of the pit are rough but lack obvious handholds, meaning that a creature must have the Acrobat class in order to climb out. plus-circleFlexible Application: Pits can be made deeper or wider by re-using the ability. You can also use this ability on vertical surfaces to create 1x1x3 tunnels. Pit and Pillar effects cancel each other out. minus-circleCostly Dig: Using this ability costs 1 Supply or use of a Tool Box item. |
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Utility | plus-circleRecede: You alter the ground beneath water to alter the water itself. As an action, you can drain the water (or any other liquid) from any target space within throwing range (0-10 meters). All liquids in the target space and any other space within 2 meters temporarily recede until the end of the current exploration turn, becoming up to 3 meters shallower. plus-circlePart Water: In areas that were shallower than 3 meters, using this ability leaves only puddles and possibly muddy ground behind. Water to the sides is constantly rushing down the side of but not entering the target area. plus-circleMaelstrom: If you use this ability in the middle of a large body of water that's deeper than 3 meters, it creates a whirlpool in the target area. Anything that ends its turn within 5 meters of the whirlpool is drawn into it and trapped there, becoming unable to move via normal swimming. Creatures/vehicles of size 8 or larger can ignore the whirlpool's effects. minus-circleSupply Cost: Roll a trigger die when making water recede. If the result is 1-6, 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-circleSurge: You alter the ground beneath water to alter the water itself. As an action, you can cause the water (or any other liquid) in any target space within throwing range (0-10 meters) to rise. All liquids in the target space and any other space within 2 meters temporarily rise until the end of the current exploration turn, becoming up to 3 meters deeper. plus-circleFlood: If the target area contains any beaches, riverbanks or other nearby land then the water's rise might cause a flood. plus-circleRogue Wave: If you use this ability in the middle of a large body of water, it creates a large hump of water in the target area. Boats and swimming creatures slide off the side of it and have trouble climbing it (if they can at all). minus-circleNot Conjuring: This ability does not create or conjure water. If there isn't enough water already in an area, your results from using this ability might be underwhelming or simply nonexistant (referee's call). minus-circleSupply Cost: Roll a trigger die when making water rise. If the result is 1-6, 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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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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