This is an
ability that has many different ways to
stat out. After thinking it through, I think I'll base it off of
warp.
Warp is kind of an expensive
ability, so there might be cheaper ways to
stat this out, but this one works, no problems at all. The
canon ability brings an
enemy in a state of
stun close to
Scorpion, doing a *tiny* amount of
damage (which falls below the scope of resolution in GURPS, in my opinion) at which point, he is free to proceed however he likes;
strong attack,
combo, what have you.
Weaknesses are that the ability is easily
parried,
blocked, or
dodged, and that it functions by
line of sight in a way, requiring a pathway wide enough for the target to travel through. Let's see how this might work out in GURPS.
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We'll be using this one again. |
Starting off, through sheer
serendipity,
warping has a
warping sickness condition that already create the
effect of
dizziness brought on by the
successful attack. In the settings that I use, it isn't common to have
immunity to warp sickness, but if necessary, you can add it back in as a
10% enhancement to the
advantage affliction, so only
one point in most cases. Now, first off, starting with
modifiers to
warp in
Basic Set, assuming that
10 yards is further than he will ever need to
throw his
weapon, we can already put a
50% discount on
warp saying that the
warp can only travel
10 yards at most. Using
Powers we need to add that we
warp to a fixed location that can
move, namely, the
person who used the
ability, which is another
60% discount. Let's also base it on a generic
power source for another
10%. Finally, it is
blockable and
parry-able, so we add another
10% off. The needing a clear path with nothing in the way is an
environmental limitation I'd consider "Common" for an additional
10% discount; a clear open area is very easy to find, but it is also possible that an opponent using effective
tactics could set himself up in an area where this is not possible.
Now, next we need to
speed things up for an
instantaneous warp. We need to add
10 levels of Reliable to
warp immediately. Putting that all together, we have:
I'm Coming! (-80%): Warp (Generic Common Power Modifier, -10%; Range Limit, 10 Yards, -50%; Anchored, Movable Anchor, -60%; Environmental, Clear Wide Path, -10%; Reliable, +10, +50%) [20]
The
modifier is an even
-80%, the lowest we can get, so that is that. I originally had the
block-able
modifier here, but thinking about it, it made more sense on the
affliction... and it saves us more
points anyway since we already hit the floor here in
discounts.
Next we need to stat out the
affliction, which will have a
200% enhancement represented by the above
advantage we just
statted out. We need to give it our
generic power modifier, increase
1/2D to
100%, and lower
maximum range to
10 yards. That comes out to.
Scorpion Spear (+175%): Affliction 1 (Generic Common Power Modifier, -10%; Advantage, I'm Coming!, +200%; Increased 1/2d, +15%; Reduced Range, 10 Yards, -30%; Blockable, Also can be parried, -10%) [28]
Roll against an appropriate
ability, perhaps
throwing(knife) or
kusarigama, or
innate attack, if it is not defended against, and the target fails an
HT roll, they are
warped in front of the
user and are
stunned.
Other Notes
Note, if you are lucky and have a
15% power modifier like
sorcery, you knock the cost of this
ability down to
27 points. If it seems necessary, add the
10% enhancement to
Scorpion Spear, or
1 point, to make the
stunning happen in settings where
immunity to warp sickness is common; or do it anyway because it is only
1 point. Some additional
enhancements to make the
HT roll automatically
fail would be helpful, but I'm not sure what it would
cost. Probably a
+10%, or
1 more point on the
affliction to cancel out the
limitation of
blockable, turning it into a
special effect, probably not a fair
price except when taken with
blockable at the
-10% level. I'm also a tiny bit confused about whether it is necessary to
roll against
IQ to
warp based on the example text on
afflictions that cause
advantages in the
Basic Set. If necessary, the
advantage might cost an entire
50 points more to negate the need of an
IQ+Talent roll to successfully
warp the
opponent.
This doesn't remove the HT roll to prevent afflictions though, and immunity to teleportation shouldn't really prevent this. I was thinking maybe Stretching + Force Extensions + Shoving People Around would work better.
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