Bloodline- Earth Benders

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    Bloodlines: Earth BendersIn the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinationsthere are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans whofall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along theirgenetic variation.Then there are those groups of humanity called bloodlines bloodline is an extended family of genetically similar people who share physicaland psychological traits that set them apart !um humanity at large, but are still not far removed enough to be considered a new species. The mostcommon source of a bloodline is multigenerational inbreeding "very common among most animal species#, closely followed by the supercedenceof a dominant genetic trait, thus refining and concentrating all features of that bloodline$$both for good and for ill. The creation of a newbloodline is rare indeed, for it ta%es a bare minimum of several centuries for one to form and can ta%e as long as millennia& this explains whythere are only perhaps a dozen bloodlines in the world today.This wor% chronicles and explains the origins and abilities of the "comparatively# recently created family bloodline %nown as' (arth !enders

    Special Family Martial Arts:

    Art of EarthThe nature of the fighting style incorporates the )haracter to control the element of (arth into his attac%s, maximizing his elemental abilities byinfusing them into his physical abilities. ll of the movements are mixed in to the form of *ung +ar ung -u.

    Earth Element:The element of strength and endurance, and resistance to damage, the element of earth is focused on will power and hurting the enemy, andwithstanding the damage a enemy can deliver. The basic bonus is / to damage with the elemental hammer, the intermediate bonus is'

    12x/0 20 3.1.).4*.5.46.1.)., and the advanced bonus is /0 to 53 and 5( attribute. The level /st ability is 5enetrate rmor, the level 7rdability is 3trength of the (arth, the level 2th ability is 3tone rmor, the level 8th ability is 3ummon (arth ami, the level / th ability is 9ill of

    the (arth, and the level /:th ability is the ;ltimate *ammer of (arth. 3ee (lemental 5ower bilities for more details on the abilities of thiselement.

    *ung +ar is the most widespread and popular of the five dominant 3outhern )hinese %ung fu styles "the others being

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    Special Attac!s: $eath Bl"'( El)"'( Knee( F"rearm( C"m)inati"n *ra)+Kic!H"l&s+ "c!s: rm *old, (lbow +reased

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    invented those moves. ny (arth !ender, martial artist or not, may learn one of these moves at each fifth level of experience. 6artial artists startwith one of these moves on top of those granted by their chosen martial art form, and may select other (arth !ender family moves in place of anyother martial arts power when advancing in experience level.

    Elemental Earth "o#er A ilities $ntroduction:The !ender can specialize in any of the five maMor elements' air, earth, fire, void, and water. *owever, it is difficult to specialize in more than oneelement, and ta%ing even one level in a second element prevents the !ender from ta%ing the ultimate power of any element. (ach element has sixpowers that can be ta%en after reaching a specific number of levels in that element, but none of these abilities need to be ta%en, instead the !ender

    can ta%e a bonus that is uni@ue to that element.

    Alter 1hysical Str-ct-re: EarthThe character can become a living creature of crystal, glass, stone, metal or plant. This is a transformation power that turns the character intoliving elements of earth. The loo% can be slee% and seamless or as Magged as a piece of @uartz. The color of the body can be any of those found innature, and even a few colors that aren>t. The benefits of this transformation are brute strength, durability, density, the ability to amplify energyexpulsion powers to some degree, and the ability to control the elemental force of earth.2= Nat-ral Arm"r Ratin. an& Immense S=$=C=:9hen transformed into a creature of earth, the character is nearly indestructible. .D. /B, 3.1.). 6.1.). /B00 "This number is added to whateverphysical s%ills additions added to the character upon creation of the character#.The character ta%es no damage from heat, fire, magical fire, lasers, cold, radiation, or radioactive heat.Formal strength hand to hand attac%s and normal strength melee attac%s do no damage, no matter what the stri%e roll. !ullets and otherproMectiles fired by mechanical means do half damage if they overcome the .D.

    (xtraordinary, 3uperhuman, and 3upernatural 5hysical 3trength inflict half damage when failing to penetrate.!ullets, and hand to hand attac%s have to penetrate the character>s .D. to inflict damage.The character ta%es full damage from explosions, which bypass the .D. of the character due to their area effect nature. 5owerful explosions,hurricanes, earth@ua%es, etc. do full damage and do not re@uire a stri%e roll above the .D., since the damaging force is considered to be sopowerful that it can damage everything.

    rmor piercing attac%s and explosives do full damage when the stri%e roll is higher than /: and half damage when /: or less.Touching the character "including punching him# without heat protection causes Cd2 damage. -or hand to hand attac%s, the character gets a dCdamage bonus "from the heat and relative solidity of molten stone#. If he feels particularly nasty, the character can smother victims and cause

    dCx/0 damage per melee "uses all melee attac%s, no defense is possible during such an attac%#. *eroes would never do this to anyone, due to thepainful and disfiguring effects.+as, ingested drugs, magic and psionics have full effect.)an endure underwater pressure up to depths of :0m.)an function in a vacuum until air supply is gone / 0hr supply.If the character possesses any energy emitting abilities, add :O to the base range and add an extra /d2 to damage to them while in the crystalform. The crystal body is an excellent means of focusing and amplifying energy.)an identify most minerals and crystals with an accuracy of 20O CO per level. *e also possesses a good %nowledge base of their densities andand integrity4strength.*orror factor of / , or adds a bonus to an existing one.

    3= Increase& Mass > Stren.th9eight is tripled. 5hysical 3trength is increased to 70 7d2 points "If strength is already greater than ate#. 3trength is considered 3upernatural .4= Other A)ilities( B"n-ses( > Thin.s "% N"teThe character radiates no heat in stone form and is invisible to infrared and heat sensors.The character can accurately recognize most types of natural stone and minerals at a s%ill level of 20O CO per level of experience. lso has agood wor%ing %nowledge of the stone>s physical density, weight and integrity4strength.3peed is reduced by half in stone form.The character still has to breathe.*orror -actor' /7

    d2x/0 to 3.1.).The character is immune to all plant toxins in either form.5lant -orm radiates no heat and cannot be detected by infrared or heat sensors.*orror -actor /7This power is mental, and so benefits from a high 6.(. dd a / to stri%e and deflect4 parry to each of the above powers for an 6.(. of /2? /, a

    to each if the 6.(. is ? P, or a 7 bonus for an 6.(. of B or higher.

    5= 1h"t"synthesis

    9ith the (arth form, the character can absorb sunlight and water from his4her environment, allowing him4her to survive indefinitely without foodas long as enough sunlight and water are available.6= ,ater St"ra.e9ith the (arth form, the character is able to store large amounts of water for survival. *e4she can absorb enough water in /dC hours to allowhim4her to survive for two days per level of experience. This power also allows him4her to filter salt water into fresh water.Through concentration, that character can release water through his hands. The e@uivalent of 0.7 liters can be released, running down the fingers,per minute, but with a limit of .C liters total per C hours.7= $i%%ic-lt t" Sm"ther > $"esn?t Breathe [email protected] the (arth form, the character breathes through his4her entire body and is nearly impossible to smother. En the other hand, the character ismore susceptible to gases and chemicals that %ill plants "? to save vs. lethal toxins#. 1efoliants inflict serious damage to the character, " sprayor glass of plant %iller dose d2 damage, being covered in the stuff does d2x/0 damage, etc.#*umanoid plants breathe carbon dioxide and release oxygen, if the applications of this evade you, I suggest you stop role?playing.

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    8= Increase& Healin. an& Re.enerati"n:9ith the (arth form, the character heals 3.1.). and *it 5oints twice as fast as humans, in human form, regenerates :12 6.1.). per minute inearth form.

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    /dCx/0 from a 8.:?/P%g roc%& bas%etball sized./d2x/0 for roc%s weighing from /B? :%g.-or bigger amounts of roc% or simply big roc%s, its /dCx/0 0 damage for every :0%g of weight.5enetration' The effective penetration of dirt4sand4clay is nil, and these %inds of earth are better at burying or hindering dense targets. *owever, itis said that only a roc% can brea% a roc%, and large amounts of stone are especially effective at damaging dense targets. 5enetration rolls foramounts of roc% weighing more than /0%g are made with no bonuses, but even when failing to penetrate they still inflict half damage, and enoughroc% can crush pretty much anything. !est beware when you you get a / tonne "which ta%es C0 actions4B0 seconds to gather# boulder huc%ed atyou.

    24= Q-ic!san&:This power enables the character to transform normal earth, stone, or concrete into a pool of @uic%sand4gravel. Ideal for combat outdoors or inbusy streets. Faturally this cannot be created in buildings above ground "unless they happened to be made entirely out of stone4earthen materials#.Dange' The size of the circular @uic%sand pit is a maximum of Cm in diameter, and can be cast up to 0m away plus m per level of experience.t moving or were traveling under /2%mph. Etherwise, add Cd2 damage for each additional /2%mph.Crushing Damage: The creator of the opening can also close it at any time. Enly one rend can be closed at a time, and falls under the same timeconstraints as opening a rend "can only be performed once every /0 seconds#. Dends close within 2 seconds after the character begins to close it,and those inside it when it closes are crushed, ta%ing dCx/0 C0 damage "double damage to vehicles and large, crunchable obMects#. 1ense, solidobMects "li%e mutants with 53 )rystal, 6etal, or 3tone, and some uber?robots# ta%e half damage, but are still completely buried. nything not%illed by this is buried, and most organisms will suffocate within 7?C minutes. There are many ways of course that one could dig or blast their

    way out, but care must be ta%en not to either deplete air, or simply dig themselves an even deeper grave. lso, chasms opened in urban areas willprobably rend sewage and drain ways, which could provide the victim with an escape.ttac%s' Epening or closing a chasm ta%es two of the character>s actions, and only one chasm can be opened4closed every ten seconds.

    26= San&+$-st St"rm1ust and4or sand particles can be manipulated to fill the air to create a sand4dust storm.Dange' ffects /0m radius, and can be created up to 20m away plus 7m per level of experience.1uration' -our minutes.1amage' Fothing but a minor annoyance at best, accept for the sheer blinding effect "?B to all actions#, all sense of direction is lost, radar andmotion detectors are fouled beyond use, speed is reduced by half, and tal%ing is impossible unless the mouth is covered by some sort of mas%.

    ttac%s' )an only be performed once every ten seconds, but only uses an action, enabling the character to create a slowly growing sand storm.27= E@pel Ma.ma: Ran.e: 0ft :ft per level.$ama.e: d2 damage, /d2 per level.$-rati"n: InstantAttac!s 1er Melee: (ach use counts as one melee attac%.B"n-s: 7 to stri%e

    9hen this power is engaged, streams of superheated magma erupt from the character>s fingertips, spraying out at the target in a wide arc, burningand setting fire to any flammable obMects it hits. The magma also stic%s to whatever it hits and will do half damage to the victim for /dC / meleesafter the last blast. If three melee actions are ta%en to sha%e it off the character can avoid the consecutive damage.

    28= Create "lcan": Ran.e: 80ft, /0ft per level of experience.$-rati"n: 5ermanent "more or less#Attac!s 1er Melee: ;ses all hand to hand attac%s in a melee.

    ;tilization of this power summons up a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends onthe level of the character' height is /0ft per level, width is :ft per level. The magma Metting forth from the cone typically does 2d2 damage perround, melting roc% and plastics, setting fire to trees, boiling water away, etc. The volcano will last until the character dispels it and drives it bac%

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    underground. )areless magma characters will leave these things lying around almost as a signature.

    Dather than a volcano, the character can elect to ma%e a lava tube erupt, crac% in the earth brea% open and lea% magma, or whatever the characterwishes, as long as it falls within the dimensions and effects of the power. -or example, a crevice would be : ft wide per level and /0 ft long perlevel ? the lava will well up and spread rather than explode out in a shower, etc.

    29= Melt Earth: Ran.e: :ft :ft per level radius.

    $ama.e: 2d2 per round of immersion.$-rati"n: /: minutes

    9ith this power, the character creates a pool of melted roc% and earth, up to /: ft deep. Those suc%ed into the pool suffer from the same penaltiesdue those immersed in @uic%sand, but at the same time suffer the listed damage. This can also be used on asphalt and concrete "or any artificalearth? derived substance#, but has half the duration.

    2 = Mer.e 'ith Ma.ma "r earth: The character can merge into an existing poc%et of lava or magma, merging with the substance and traveling through it or hiding within it. s amode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and bac% up again through the crust andonto the surface. : %m run becomes an epic P0 %m Mourney. *owever, it is not expected and, if given time, can enable a character to reachplaces no one would suspect. s a means of hiding or evading, it is unparalleled. -ew people draw close enough to a magma intrusion to get agood loo% anyway, and the character is virtually invisible within the mix. )haracters can move through magma at one tenth of their normalrunning speed.

    3;= Ra&iate Heat: The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particulararea in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to ma%e an area uncomfortably hotand distracting.Dange' *eat can be radiated up to :m /m per level of experience. The area most affected is a Cm diameter around the area of heat or thecharacter, whichever he4she chooses.

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    S"-l scream ' touch /4h /?/d/0 /d/04lv 5.3. ")an be