Force Stomp

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Force Stomp: (Major) by OmegaKnight Dog

The character generates a field of energy from his/hers legs and feet. The energy can be released by stomping one of his/hers feet, via a kick, and or landing on both feet via a hop or a fall. This unleashes shockwaves, destructive kicks, area destruction and more powerful leaps. The energy fields surrounds both legs and feet at the same time and can be erected at will and maintained until canceled.

1. Shockwave Stomp: Stomping one of his/hers feet on the ground, the character can generate a shockwave of his/hers energy that ripples along the ground toward a specific target. This attack can only be done if the character is standing on the ground or a stable floor, like inside of a building or on deck of a large ship.

Range: 30ft. per level of experience.
Area of Effect: The shockwave hits everything along the ground in a straight line until it strikes the intended target or runs its full range, whichever comes first. Each target along the path of the shockwave takes damage unless they make a successful dodge.
Duration: Instant.
Damage: 3D6SDC/MDC points of damage per stomp to everyone and everything in its path.
A.P.M.: Each stomp counts as one melee attack.
Bonus: +1 to Strike with the shockwave at levels 1, 3, 6, 9, 12, and 15; no other combat bonuses, even other bonuses to strike, apply to this attack.

2. Thunder Hop: By hopping up and down once or falling to the ground landing on both feet the character can create spiral shockwave that hits everything in the area. This power cannot be used in a building on things like that, ground only.

Range: 30ft. radius +1 foot for every 20ft. off the ground the character jump/hops in the air for this attack.
Duration: Instant.
Damage: 6D6SDC/MDC points of damage +1D6MDC per every 20ft. off the ground the character jump/hops in the air for this attack, per hop to everyone and everything in the area.
A.P.M.: Each stomp counts as 3 melee attack.
Bonus: +1 to Strike with the thunder hop at levels 1, 4, 8, 12, and 15; no other combat bonuses, even other bonuses to strike, apply to this attack.

3. Powered Up Kicks: Add a +2D6SDC/MDC to all normal kicks and a +4D6 to power kick and all jump kicks.

4. Energized Leaps: Add a +20% to all leaping distances and a +60% to any that he/she does with a running start.