Power Quake
Power quake [Major] by Iczer
'Prepare for the Quake gentlemen. those shields are not going to help'
1) Power stomp: The character can generate energy and pump it into the ground beneath him, transmitting it along a snaky path to reach a target, where it explodes beneath him.
- Range: Affects a single target within 60 feet that is touching the ground.
- Damage: 5d6 +1d6 per level of experience. This damage is reduced by the highest AR that the quake must travel through.
- Attacks: Each quake counts as a single action (+4 to strike)
- Penalties: The target is -2 to dodge this attack unless he specifically uses a timed jump to do so. The attack affects an area 3 feet across and as such ignores Armour ratings.
2) Rumble: The character can unleash a small amount of power to instead shake the earth,causing it to crackle and lash with power. This creates a wave effect 3 feet high, 15 feet across and 20 feet long (plus another 20 feet per level). Anyone in this area will take 4d6 damage, and must make a balance check or be knocked down (and take 2D6, lose one action, lose initiative and be sent 2d4 feet away from the character). Characters may roll with the damage (14+ required) or may dodge by leaping free (16 or better required. 14 or better if the character has any leaping or flying power) each use of rumble requires 3 actions
4) Quake: By focusing his power into the ground, the character can start a quake around him. Each and every round see's an increase in power an effect that lasts until stopped.
1st round: Takes ll but one attack to start up, and the character cannot move from the spot he starts it from. Creates a shield over himself out to 6 feet in all directions. This shield has 20 SDC (+5 per level) and serves to insulate him from the worst of the quake to come. The quake has a radius of 20 feet at this point. Lances of energy rise up and shakes the ground inflicting 2d4 damage twice per round to everything in the area of effect.
Every round afterwards, this power adds 10 feet in radius and 1d4 to damage. The shield regenerates 20 SDC every melee round, and rises in strength by 10 SDC.
On the fifth round, the shaking has gotten very bad. The damage has risen to 6D4 twice per round, out to a radius of 60 feet. Everyone in the area of effect loses one action from the jostling. Strikes are at -2 and aimed shots are impossible. everyone must make a balance check once per round to maintain their footing or fall over.
At the 10th round, the radius is 110 feet and the damage is 11D4. energy starts lancing up to 10 feet off the ground now. characters in the area lose half their attacks per melee and Spd ad combat bonuses are halved. Balance checks are now made at -20% and anyone who falls will be thrown up to 1D4x10 feet (3d6 damage, lose 2 actions and lose initiative).
Theoretically, the quake has no limit, but it will wear on the character.
Every minute, the character suffers a loss of 1D4 HP. The character can only withstand the quake for as many minutes as his PE score. after this point, the Character loses 2 to PS and PE every round as well as 1D4 HP.
If the character ceases concentration, or is shifted from his spot, or has to dodge or chooses to end the power, then it most likely stops on its own.
There is a 5% chance that the quake continues, losing one round of effect every round until it peters out. If the quake becomes runaway in this fashion, then the shield remains until it ends. There is a flat 1% per level chance that it does not slow down when the character stops it. the shield continues to drop, but the power remains active. if this happens there is a 30% chance it will start to die down. Check once every minute. Quakes like these can be disasters waiting to happen.
By default, the energy released by a power quake is heat/flame. Characters can personalize this however. An electro quake is feasible. An ice quake or cold quake is amusing as well as unique.