Difference between revisions of "Tremor"
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'''Tremor''' is a versatile technique used cause a phenomenon virtually the same as a natural, rumbling earthquake. | '''Tremor''' is a versatile technique used cause a phenomenon virtually the same as a natural, rumbling earthquake. | ||
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When one of the user's limbs is removed from the ground, either intentionally or not, the tremor abruptly ceases. This technique is physically draining, making it difficult to use repeatedly, or more than a few times over the course of a day. | When one of the user's limbs is removed from the ground, either intentionally or not, the tremor abruptly ceases. This technique is physically draining, making it difficult to use repeatedly, or more than a few times over the course of a day. | ||
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==Augment== | ==Augment== | ||
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{{Augment|Remote Tremor}} With this augment, the user is able to keep a tremor going for a while after he releases the ground. The intensity of the quake will remain the same for one to two minutes, allowing him to move from the position and act normally as he is able. The shaking ground still afflicts him as much as anyone else, however. | {{Augment|Remote Tremor}} With this augment, the user is able to keep a tremor going for a while after he releases the ground. The intensity of the quake will remain the same for one to two minutes, allowing him to move from the position and act normally as he is able. The shaking ground still afflicts him as much as anyone else, however. | ||
[[Category:Created by Guy]] | [[Category:Created by Guy]] | ||
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Latest revision as of 10:05, 25 April 2016
Tremor | |
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Type | Offensive Technique |
Fields | Earth, Force, Mogma |
Cost | High Cost P5: 55 rupees |
Tremor is a versatile technique used cause a phenomenon virtually the same as a natural, rumbling earthquake.
To use this technique, the user must place all his limbs onto raw ground--dirt, mud, sand, or other naturally occurring, mostly solid earth. By concentrating all his energy into the ground, it gradually begins to quake over the course of several seconds. The ground continues to quake with gradually increasing intensity for so long as the user concentrates and holds this position. After a few seconds, two-legged creatures will have a hard time standing. After it reaches maximum intensity after about one minute, nearby structures will likely begin collapsing. Magical or particularly well-built structures are likely to remain intact, however.
When one of the user's limbs is removed from the ground, either intentionally or not, the tremor abruptly ceases. This technique is physically draining, making it difficult to use repeatedly, or more than a few times over the course of a day.
This treasure is a racial perk for Mogmas. As such, a Mogma can choose to gain it as a perk upon character creation. If a Mogma chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed cost.
Augment
Remote Tremor | |
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Additional Cost |
Low Cost P5: 30 rupees |
The user can gain the Remote Tremor augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. With this augment, the user is able to keep a tremor going for a while after he releases the ground. The intensity of the quake will remain the same for one to two minutes, allowing him to move from the position and act normally as he is able. The shaking ground still afflicts him as much as anyone else, however.
Racial Perks | |
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Mogma | Claws (Innate) · Beastly Burrow · Down to Earth · Navigation · Nightvision · Nose for Treasure · Tremor · Quicksand |
Universal | Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3 |