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.