Earth Sense

Earth Sense is a power that plays on the inter-shadow influences of nature. Integral to Mandalay, one must have earth sense to assay the Mark of Mandalay. Adrian's primary obsession was to provide in thie Lords of Mandalay defenders of the Earth. Guardians of the Shadowlands, the natural worlds that exist between Amber andChaos, between Mandalay and Avalon

Basic Earth Sense: 20 Pips

Summon Classical Element - 3 points - the user can conjure up quantities of the classical four elements. Air tends to be the typical 70% nitrogen, 25% oxygen, 5% other gases mix. Earth tends to be either dirt or granite, and arrives in typical rocks or dirt clods. Water is distilled water. Fire is about 500 F.

A clever user of this power can think of all sorts of uses. The fire can be called in one clump, like a bonfire, or asked to burn in a line, circle or perimeter of some other simple geometric shape. Using this power as a weapon is a bit tricky; surprise and a Warfare advantage are highly recommended. Conjured air, water, and earth are permanent, but the fire will die away eventually, typically when the user isn't paying attention.

Simple Phase Changes - 3 points - the user can change matter, almost any matter, between the three most obvious phases: solid, liquid, and gas. This takes time; one is better off dodging a sword instead of attempting to turn it into a gas. If the phase chosen is not favored at current temperature and pressure, the phase change will last only as long as concentration is maintained. [This power normally does not work on living beings or paid-for items.]

Shape Classical Element - 2 points - the user can sculpt air, earth, water or fire as if it were modelling clay, without harm. This includes stone, snow, and ice. The quantity that may be worked with at any one instant is the amount the user can touch. Large constructions may be made by working on them in sections. Air, fire and liquid water constructions last only as long as they are concentrated upon. Earth constructions are permanent. Yes, you may turn a Shaped fire all sorts of nifty colors while you work with it; these colors might even persist after you stop.

If you have Shaping invoked, you've got a fair amount of immunity to the elements. You should still worry about radiation a bit, and you are never immune to kinetic energy poisoning, despite the fact that it will probably be delivered through one metal or another.

Weather Control - 5 points - An extremely tricky business. The more drastic the attempted change, the trickier and more tiring it will be. The second the user's concentration lapses, the weather will attempt to return to its previous state. This power also confers the ability to predict the weather. It is possible to fight for control of the weather:

Stonespeech - 5 points - By touching the earth and concentrating, the user may learn all sorts of things: what a piece of stone once was, other archaeological information, the direction and distance of other mobile beings (this last may not always work), the location of secret doors and traps (this may not always work either).

Walk on (Element) - 2 points - the user may walk on air, quicksand, lava, liquid water, clouds, and smoke. This tends to be tiring, and requires concentration.

 

Advanced Earth Sense prerequisites: Psyche and Endurance of Amber Rank +25 pips

Summon Chemical Element - 3 points, and Conjure Classical Element - That's right, all 106 of the elements of the Periodic Table are yours to call. Caution is advised when dealing with halogens, alkali metals, and the elements that have few or no stable isotopes. If the element can come in more than one form (carbon being an obvious example), the adept may pick the form.

Shape Chemical Element - 2 points, and Shape Classical Element - You too can make sculptures of neon and juggle balls of fluorine. Just don't let your concentration lapse. Solid elements will keep the form they were put in, but elements that would be liquid or gaseous at the prevailing temperature and pressure will go back to being amorphous, with potentially disasterous results.

Complex Phase Changes - 3 points, and Simple Phase Changes - the adept can coax chemical elements and simple inorganic compounds between the phases of plasma, gas, liquid, glass, ion, metal, and crystal. If the phase chosen is not favored at current temperature and pressure, the phase change will last only as long as concentration is maintained.

Set Form of Classical Element - 2 points, and Shape Classical Element - not only can the classical elements be shaped, their shapes can be made to last. Now the shape will hold until altered by some external force.

Transmutation, a.k.a. Nuclear Chemistry - 5 points - you too can conduct nuclear reactions, changing one chemical element into another. This is an incredibly demanding process, and the GM is also not responsible for the results of flooding the area with alpha particles, beta particles or gamma rays. If anyone survives to appreciate the process, the results are permanent.

Inorganic Catalysis - 5 points - the adept can cause inorganic reactions to occur, if all the needed reactants are present. The incredible concentration demanded makes this power quite unsuitable as a weapon. If the free energy change is positive, the adept will be quite fatigued, too.

Biochemical Catalysis - 5 points - the adept can attempt to influence biochemical reactions (including organometallic reactions). This is not a substitute for Advanced Shapeshifting! It is, however, quite useful to regulate one's enzyme balance and transform poisons. Other minor uses are possible. So is genetic engineering, with enough knowledge of DNA sequences, if carried out on prokaryotes or gametes. Any attempt to use this power on another living being more complex than a single cell requires a Psychic link and the being's permission. I advise you to buy stock in a drug company, because you'll be eating painkillers by the truckload when you're done.