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Earth Meld •

If the Malefactor has soil or rock beneath them, then the Malefactor may metaphorically fuse with and draw strength from the earth. Throughout the

duration, the Malefactor has a Speed rating of 1,but every instance of damage the Malefactor suffers (even Aggravated) is reduced by 1 point.

Dice: Stamina + Athletics

Duration: As long as the Malefactor wishes

Action: Instant/Reflexive with a Faith point

Cost: None

Torment: Instead, the Demon may sink into the soil and move beneath the earth in any direction they wish. Successes equal Speed of travel in yards. Eachturn the Demon rolls Torment, failure causes a return to the surface. (Devourer does not suffocate.)

Roil the Earth ••

Select a specific kind of object (e.g. gold, corpses), the earth churns and forces the object to rise from the earth (nothing Size 8 or greater). Range is yardsequal to successes + Paragon. This can also be used to shift the earth underneath a target and knock them down if successes exceed their Dexterity.

Dice: Strength + Survival

Duration: Instant

Action: Instant Cost: None

Torment: Instead, a vortex that pulls objects into the earth. To avoid this, victims can roll Dexterity + Athletics (it uses up their action or they get -3 dice for the attempt if they have already used their action this turn). Victims are buried a number of feet equal to successes rolled + Torment minus Victim’s successes. Every minute the victim can roll Strength + Stamina to dig out (each success equals 1 foot).

Mold Earth •••

Earth, stone and concrete are at the Malefactor’s control. The earth takes on the shape desired (e.g. A wall of stone could leap from the ground to shelter the Malefactor, a building’s wall could melt away like wax, or a boulder could be made into a throne). Range is equal to Paragon in yards. Successes equal cubic yards affected. Every 2 successes can cause 1 Bashing if used to strike an opponent, but dice pool is penalized by opponent’s defense.

Dice: Dexterity + Crafts (minus target's defense)

Duration: Permanent

Action: Instant Cost: None

Torment: Also, skin contact does 1 Lethal. Further damage is taken once every 5 minutes.

Earth Storm ••••

Earth, stone and concrete tear free and whirl around

the Malefactor. Successes +2 becomes the number

of shards that whirl around the Malefactor, they

provide +1 Defense for each shard. The Malefactor

may also use up a shard to hurl at a target. Roll

Dexterity + Athletics + Paragon - target’s Defense.

Successes equal Bashing damage. Additionally,

because of wind and stinging dirt, those within yards

equal to Paragon suffer -1 dice to physical actions.

Dice: Strength + Survival

Duration: 1 scene

Action: Instant Cost: 1 Faith

Torment: Instead, a vicious sandstorm forms around

the Demon. No Defense bonus, no throwing shards.

1 Lethal damage a turn to everything within range,

Radius is equal to Torment + successes in yards.


Earthquake •••••

Successes are allocated between intensity and area affected (intensity starts at 2 before even raising it). Per turn, intensity equals damage to buildings, and dice penalties to people. Most buildings have -2Durability against this type of damage. Area is determined by allocated successes: 1 = one yard, 2 = ten yards, 3 = 100 yards, 4 = half mile, 5 = one mile. Take that distance and multiply it by Paragon.

Dice: Strength + Survival

Duration: 1 turn per each intensity point.

Action: 2 turns Cost: 1 Faith

Torment: Also, toxic ash reeking of brimstone arises from the cracks in the earth. Torment equals toxicity.

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