Breakmancy
Elementalism - Fleshmancy Ability The ability to control and manipulate breaks and fractures in bones.
Flesh - Elementalism
XP Cost: 1 Prerequisites: Bonemancy
Action Type(s) | Motion, Action |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can cause Bones to Break or Re-Align to your Will.
Using a Motion: You can Reset a Broken Bone or Ease the Pain/ Status Effects of a Broken or Fractured Bone until the End of your Next Turn.
Bone Fractures: Using an Action, you can cause a Broken or Fractured Bone within Range to Heal or Cause a Damaged Bone within Range to Fracture or Cause a Fractured Bone to Break.
Sustain: Sustaining this Ability allows you to maintain the Status Effect Suppression offered by a Motion,
Or Cause a Limb Fractured or Broken by you to become Unhealable as long as you remain within Range.
Overpower: You can spend an additional Resource Pool Point to add +2 Meter(s) to the amount of bone matter you can control with a Motion.