Matter Control: Sand

From The Black Vault
Jump to navigationJump to search

Matter control: Sand by Iczer

The character can use nearby sand to form defensive and offensive weaponry as needed, using localised sandstorms for defensive screens and for bludgeoning and shredding assaults.

1) Sand shield. With access to at least 100 lbs of sand the character can create a localised shield of whirling sand to protect him from assaults. Creating the shield requires constant concentration, using one action per melee round to maintain. While active, the shield deflects light projectiles reducing their chance to hit by -6. Likewise melee combat is made difficult by the whirling silicon. Anyone within 4 feet of the character will find the stirred up sand annoying without eye protection, suffering -2 to strike, parry and dodge while within this close range. Characters with extended reach will ignore these penalties. Energy attacks that strike the character see their damage reduced by half, absorbed by the sand shield.

2) Sandquake: by using nearby sand, at least 50 lbs, the character can form and hurl jets of tightly compressed and hard hitting sand or a rapid fire shower of shredding sand. Both attacks have a range of 70 feet and have a +2 to strike. The heavy sand inflicts 4D6 damage and the target must make a check versus balance or be knocked down (targets over 500lbs are effectively immune to this). The shredding sand also inflicts 4D6 damage, but its diffuse nature means that if it fails to penetrate a target’s AR then it still inflicts half damage. Any targets truck by either form of this attack must make a saving throw (16+ PE bonuses apply) or suffer temporary blindness due to sand in the eyes (-2 to initiative).

3) Sandstorm: The character is able to cause all the sand in the area to rise up and swirl about. This requires two attacks on the character’s behalf and it affects an area 50 feet across. The diffuse sand makes visibility impossible for more than 5 feet and all targets in the area lose one action from the sudden coughing and breathing in fine sand particles. the cloud lasts for one melee per level, significantly less if disrupted by a medium breeze or rain.

4) Generate sand: The character can generate 5lbs of sand per level by causing nearby stone, glass and other silicate items to break down. This affects all items in a 50 foot spread. Objects become obviously pitted and scarred. Targeting an individual object deals 1D6 damage to it for 5lbs of sand needed. If the target is living stone or glass, he may make a saving throw (14+ PE bonus applies) to take half damage 9and half as much sand is produced)