[gurps] Power: War Stomp (Request for comment)

Emily Smirle smirle4498 at rogers.com
Fri Aug 4 11:21:38 CDT 2006


Concept stolen liberally from World of Warcraft.

War Stomp, 23 points per level.

You must be standing and your legs must be unfettered to use this 
attack. To trigger War Stomp, take a Concentrate action for two turns. 
If not interupted (as per normal rules for Concentrate), you spend one 
FP and stomp one hoof on the ground, causing a stunning shockwave to 
errupt. Every enemy within two yards that can hear the shockwave must 
make a HT roll or be Stunned. Enemies with Hard of Hearing resist at +4, 
and Deaf enemies or those with Protected Hearing are immune! Stunned 
enemies may make a HT roll every round to recover (no bonuses for 
hearing loss apply here). Aditional levels of War Stomp applies a -1 to 
HT rolls to resist the War Stomp and to recover from stunning.

The War Stomp is not quiet! The sound of the stomp and the resulting 
shockwave is as loud as a rifle-shot - this of course can totally ruin 
attempts at stealth. Characters can make unmodified Per rolls to hear 
the War Stomp from 512 yards! As per p358 of the Basic Set, every 
halving of this distance gives +1 to detect the sound, and every 
doubling gives -1. If you try this in an enclosed space, the GM may 
require a HT roll to resist temporary hearing penalties.

The damage caused by the shockwave is mostly surface scorching and 
cracking within the area - enough to destroy carpets, crack tiles, 
scorch grass, etc - but the GM may rule at times that it breaks through 
insufficiently sturdy plank flooring or plants one hoof deep in 
particularly soft soil or mud.

After trying a War Stomp (successfully or not), you must wait at least 5 
seconds before trying again.

Derivation:
Affliction (Stunning; Area 2yd, +50%; Selective Area, +20%; Sense Based: 
Hearing, +150%; Emanation, -20%; Accessability: Must be standing and 
able to stomp one hoof with force, -10%; Concentration, -15%; Costs 1FP, 
-5%; Nuisance Effect: Colateral Damage, -10%; Nuisance Effect: Noisy!, 
-10%; Takes Extra Time 1, -10%, Takes Recharge: 5 seconds, -10%), +150% 
[23 pts/level]

Varients:
    * remove Selective Area, which will cause the Stomp to afflict ALL 
characters within 2 yards.
    * Increase Takes Recharge to 15 seconds.
Note the above two features combined reduces the cost to 20 pts/level

**********************************************************************


Questions:

    * Accessability: is this worth -10%? More? Less? Most times in a 
fight characters will be able to pull this off, but having your legs 
tied, grappled, or one crippled would disable this power. Particularly 
constrictive clothing about the lower body would also hinder it. And of 
course, getting knocked over or lifted off the ground would also disable 
this ability.
    * Nuisance Effect: Colateral Damage. I picked -10% based on -5% for 
the social difficulties of destroying things on the ground wherever you 
go, and -5% for the GM being able to peridically bury you up to your 
knee in things, or blow the ground out from underneath you, or something.
    * Nuisance Effect: Noisy! a rifle shot is good for 150 decibles - 
not as loud as a thunderclap I think, but good and loud, and easily 
audible for a few miles in open ground. Is -10% good, or should it be 
-15% for the GM periodically knocking you half deaf? I specifically 
wrote it so only YOU are deafened, not your enemies, because this is 
supposed to be a nuissance.



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