Joey Thatch
Advent v1
Character Info
Class: Lithomancer
Level: 1
V1: Need 2 more missions to reach level 2
Completed Missions: 0
Commissary Reward: 0
Personality
Recent Missions
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Stats
Class Abilities
Perceive your surroundings via vibrations in the ground; far less effective when not used on natural earth.
Essence Cost: Low
Duration Low
Cooldown: Low
Paired Action: Close your eyes and impact the ground to send out a subtle pulse, then wait to feel its echo.
- Gives the user an internal map of their surrounding topography,including subterranean, as well as any moving people or objects in contact with the ground.
- The heavier the Paired Action, the greater the ability’s Range (up to High) but the slower the user receives information from it.
≫ Egs. A soft tap of the foot might have a Low Range but near-instantaneous feedback; a massive slam with a Rock Maul might have High Range but take minutes.
≫ Ability may be indefinitely prolonged via further strikes and waiting, proportionately increasing its Cooldown. - Attunes the user to the affected patch of earth, boosting the power and speed of the next magic they target it with.
Bring about a sudden, localized change in the land near you.
Essence Cost: Low
Range: Low
Cooldown: Low
Paired Action: Strike, rend, or otherwise dig around in natural earth; may prolong for increasingly greater impact.
- Intended change is Pitched by user, including its location, but must be thematically linked to their Paired Action. (Egs. Violently gouging a furrow yields a fissure; rhythmic slamming yields a quake; tearing away a handful yields a pillar, etc.)
≫ Changes start small, but prolonging the Paired Action greatly increases their scope. (Eg. A fissure might initially only be large enough to catch someone’s leg but wind up large enough to swallow a car) - Changes revert as quickly as they appeared (the earth reknitting itself as needed). As a follow up Paired Action, user may perform a brief incantation or similar ritual to “cement” the change, giving it up to a High Duration (based on its innate stability) but increasing the ability’s Cost & Cooldown to Mid.
Turn yourself to solid rock, rendering you nigh-invulnerable to most damage but also completely blind.
Essence Cost: Mid
Max Duration Mid
Cooldown: Mid
Paired Action: Aggressively tense every muscle in your body; relaxing in any way will end the ability.
- User becomes much less agile than usual but can otherwise move normally despite a HUGE increase in weight.
- Damage that can bypass Stoneskin should be handled intuitively. (Egs. A jackhammer, a psychic blast, drowning, etc.)
Signature Gear
Thin-soled sandals made of simple cord. Allows the user to cross hazardous or unstable natural terrain (anything from lava to wet sand) without any impediment or risk of injury, including all but the sharpest inclines.
Heavy gauntlets of shaped stone, enhancing punching power to a Mid degree. When in contact with natural earth, may magically coat the gauntlets in it, hardening into a simple shape Pitched (pg24) by the user. Low Cooldown.
“Belt” of 8 stones, normally worn but which may be levitated away to orbit the user’s body at will. Orbiting stones may be launched as projectiles or used to block incoming attacks, though doing either expends the stone(s)used.
Lump of mysterious matter, magically reshapable by user alongside minor Pitched changes to its size, weight, composition, etc. Must always be composed of a single, solid material (rock, metal, mineral, or similar), and more complex results take longer to produce.
Level Up — Joey Thatch
Current level 1. Promoting to level 2 requires 2 more successful missions (0 / 2). Add them below, then save.
Missing missions
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Stats
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Abilities
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