Faults

Tier 1
Stab-lagtites

Spend a fate point and roll Mysticism: Earth. Distribute the damage you are to deal among your targets as you see fit.

Who knew those childhood years spent throwing pebbles would actually pay off?

Seal Trap

You gain the ability to place down up to 3 traps upon the floor. You must have enough time to set it up. If a person steps inside it, it triggers, silencing their elemental abilities for 2 turns.

''Faults steal more than gold. They steal your opportunities.''

Geomagnetic Fall

Before an opponent makes an Athletics roll, spend 1 fate point and declare you are using Geomagnetic Fall. Roll Mysticism: Earth. If your result is higher than opponent’s Athletics roll, treat the Athletics roll as having failed.

''The air is an unfavorable place for a Fault. So they rob it from opponents who try to avoid their fate.''