Ground Manipulation

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Ground manipulation [Major] by Iczer

'The earth you are standing upon is my weapon'

The character can alter and flex the earth he is standing on. this power is most effective on bare earth and natural rock, but is still somewhat effective on asphalt and concrete

1) Slick earth: The character can liquefy a half inch of earth or rock out to 60 feet. Targets in the area lose traction and must move at half normal speed to prevent slipping. anyone who moves at more than half normal speed, performs a kick, a charge a tackle must check vs balance or fall (1D6 damage, lose an action and initiative) and more importantly, will slide in a random direction for 3D6 feet. It takes 2 actions to do this, and it lasts for one minute per level.

2) Ground hammer: The character can cause a short pillar or spike of earth to leap upwards. It can leap up to 6 feet to strike an opponent. because of the unexpected nature of the attack, the target is -4 to dodge or parry it (it has +3 to strike) an opponent struck takes 2D6 damage.

3) Flip: The character can attempt to trip an opponent. If the opponent is touching the affected area (within 60 feet) he may knock his opponent down. The opponent may dodge (at -4, it has +3 to strike) if he fails to dodge, he is knocked down (lose one action, feet and lose initiative).

4) Push: The character may exert sudden force from the ground and move it like a 3 foot wave. This exerts a PS equal to the character's ME (extraordinary) Objects in the way are either moved with it or aside. If it meets another character, then the two forces may oppose PS scores. If the target wins, then the force stops. Otherwise the target is knocked down. If an inanimate object is too heavy to move with the PS score, it takes 1D6 damage plus any PS bonus. The PS score is halved if this effect is done on concrete or asphalt.

5) Entrap: The character can cause the earth to grab at the ankles of any target. If this attack is undodged (-4 to dodge, is +3 to hit) then his feet and ankles are encased in earth (20 SDC AR 8) an entrapped target is pretty much able to do normal actions except move from his spot.

6) Sense: The character can feel the motions of anyone on the ground and can precisely target them. He cannot be snuck up upon and he can accuratly target them (though as he cannot tell what their hands are doing, he has a -4 to dodge or parry the attacks of unseen individuals.