Thursday 14 May 2020

Powers: Psychokinetic Stomp

Powers: Psychokinetic Stomp

When I was making the half-giant racial template, I wasn't content with making stomp a unique racial ability. Let's rework it as a generic psychokinetic ability.

Stomp – 1 points/level
Skill: Stomp (IQ/Hard).

As a Ready maneuver, you can stomp your foot on the ground and channel psychokinetic energies into it. All other creatures standing on the ground within 2 yards of you are knocked back, as if they took 1d crushing damage per level of this ability. This does not deal any injury or blunt trauma. GMs may wish to set a maximum level for this ability. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Statistics: Crushing Attack (Area Effect, 2 yards, +50%; Emanation, -20%; Environmental, Ground, -20%; No Blunt Trauma, -20%; No Wounding, -50%; Psychokinesis, -10%; Requires IQ Roll, -10%) [1/level].

Damaging Stomp – Hard
Default: Stomp-5; cannot exceed Stomp.

When you use this technique, you channel the psychokinetic vibrations through the ground into the victims to harm them. Thus, they take damage from this ability, but still take no blunt trauma. Treat this as Large-Area Injury (p. B400).

Expansion – Hard
Default: Stomp-5; cannot exceed Stomp.

You can expand the area of effect to cover everyone within a four-yard radius, at full effect. Double this radius, cumulatively, for every 5 points by which you succeed at your (modified) skill roll.

Forceful Stomp – Hard
Default: Stomp-2; cannot exceed Stomp.

When you use this technique, the damage is doubled. When used with the Damaging Stomp technique, the damage is only doubled for the purpose of knockback.

Selective Stomp – Hard
Default: Stomp-2; cannot exceed Stomp.

When you use this technique, you can exclude any creatures from the effect.

Stunning Stomp – Hard
Default: Stomp-5; cannot exceed Stomp.

When you use this technique, you channel the psychokinetic vibrations through the ground into the victims to stun them. Any affected creature must make an HT roll at -1 per two points of injury that it would’ve gotten if Stomp dealt injury (or, if using with the Damaging Stomp technique, per two points of injury that the victim receives) or be physically stunned. They can roll against HT to recover on their next turns normally.



1 comment:

  1. I'm gonna use this on my Dungeon Psionic campaign. It is really nice. 8-D

    ReplyDelete