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[HOE] Enlightened power: Immovable Mountain
Immovable Mountain
TN: 5
Strain: 2
Speed: 2
Duration: 1/round
Your fu-ist has learned to focus his ch'i downward into the earth
and "anchor" it there. The result is that he becomes virtually impossible
to move.
For every success and raise the fu-ist gets on his ch'i roll his
strength is increased by one step. This strength lasts as long as the
fu-ist pays the maintenance cost AND does not move from the spot he's
standing. As the fu-ist cannot move he cannot vamoose in the traditional
sense (i.e. dodge or roll opposed fightin' to avoid being hit (well he
can, but he loses the power) and he can't attack an opponent.
So what good is all this strength? Well it's useful if he's
resisting being pushed back or in holding up a collapsing roof. It also
comes into play if anyone does a charging attack at him. In this situation
he may try to use his phenomanal strength against his opponent's attack.
To do this he must vamoose (in the non-traditional sense) and hit his
opponent as normal. If successful not only does the opponent take damage
equal to the fu-ist's strength roll (he doesn't get to add the +1d6 nor
combine the attack with any special moves, he can however choose to do
real or wind damage), but the fu-ist also gets to subtract his strength
roll from the damage he takes. This represents the fu-ist either catching
the attack in mid-swing or it just bouncing off his ch'i-reinforced body.
If the fu-ist is rammed by a vehicle (or whatever) then he simply
rolls his strength and subtracts that from damage done to him and does it
to the rammer (if it's a vehicle remember to divide the damage by ten). In
this case there was no action on the fu-ist's part so no vamoose is
required.
For example Johny activates Immovable Mountain and gets a 16! His
strength is usually 3d10, so with a success and two raises on hs ch'i roll
his strength is now 3d12+4. A road-ganger charges at Johny swinging a
club. Johny vamooses and they both hit. The ganger does 13 points of
damage with club and Johny gets a 15 on his strength roll. The ganger
bounces off Johny, Johny taking no damage and the ganger taking 2 wind.
Now the ganger's buddy decides to ram Johny from behind with an
old pickup. He hits Johny and does 35 points of damage (I don't have Road
Warriors so I'm pulling numbers out of you know where). Johny rolls his
strength and gets a 20 on his strength roll. Johny takes 15 points of
massive damage (right?) or two wounds and the truck takes two wounds.
That's enough for a reliability roll and the ganger rolls bad, the truck
exploding as it flips over Johny (hey, it's my example, I can make the
truck blow up if I want to!)
Thoughts? Too clunky? Not sure about the whole charging thing, are there
better rules in Road Warriors? I'm actually wanting to pick this one up
for a fu-ist I'm playing so feedback would be extra-special-appreciated.
Theo McGuckin - SysAdmin, JLab
"Are we going to push it to the edge of the envelope, and beyond Brain?"
"No Pinky, we may however reach the sticky part."