You don’t have to go through obstacles, you can around them.
Basic Tunneling: You travel through earth as easily as a burrowing animal. Choose either Athletics or Physique. You are either fast or have inordinate endurance, gaining a +2 to that skill when burrowing. While you can burrow through earth, you cannot tunnel through materials like stone.
Master Tunneling: You are a proficient digger. Gain an additional +2 to rolls for tunneling.
Better Digger: You have endurance and speed, making you one of the fastest and unrelenting tunnelers around.
Going Deeper: You can dig through soft stone materials like pumice and sandstone.
Fissure Sense: Tunneling is dangerous work as there is always the chance that the ground will collapse on top of you. You are so used to tunneling that you gain a +2 to Investigate rolls when checking the stability of the ground to avoid or trigger a collapse.
Common Power Synergies
Super Strength: You can tunnel through anything.
Super Senses: Your connection to the ground has left you able to detect vibrations traveling through the ground.
- You spend a lot of time underground—a whole lot. You prefer being in the ground because you’re Agoraphobic.
- Digging has its drawbacks, especially when you do it as often as you do. No matter how hard you try, you Always Seem Covered in Dirt.
- You cannot hide you who you are. You try, but you Smell of the Earth and nothing can hide the scent.
- Tunneling can get you where you want to go, but it’s a dark way to go. Your eyes are Sensitive to Light.
Collateral Damage Effects
Sapper’s Delight: You have the ability to unleash a brutal attack against a zone by undermining it. You tunnel under the weak points of buildings so they come crashing down unexpectedly on everyone in the zone. Nameless NPCs are killed, while named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle to avoid the debris or take a moderate physical consequence.
Earth Geyser: You can, without concern to others, cause the ground to explode under your feet and attack everyone in the zone. The debris thrown out by this attack slam into opponents and injure anyone in the way. Nameless NPCs are taken out, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle or take 2 points of physical stress.