[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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