Tuesday, October 18, 2016

Powers: (Inspired by) Nidoran♂ and Clefairy

Basically, it is a boy version
of the girl version.
Well. the male Nidoran only has two moves I have yet to stat that the female one does not have, so that makes it easy... Clefairy has a bajillion moves.

Poison Jab

This is a follow-up cyclic attack for a melee move.
Toxic Attack 1 HP(Cyclic, 1 second cycle, 10 cycles, +900%; Follow-Up, melee punch, +0%;)[10]

Horn Drill

This is the signature move that automatically induces unconsciousness in a target. It has a kinda wonky accuracy formula in Pokemon, but let's just give it inaccurate 3, and call it a day, ok?

Horn Drill

Keywords: Leveled, Obvious

Full Cost: 44 points/level.
Casting Roll: None, roll innate attack to aim.
Range: Touch
Duration: Instant
Those baggy, world weary eyes.
The "caster" attacks the opponent with a drill that puts the opponent under. If they fail the contest of will, the target goes unconscious. Higher levels give a penalty to the roll to resist.
Statistics: Affliction 1 (Will; based on Will, +20%; Fixed Duration, 3 minutes, +0%; Inaccurate 3, -15%; Incapacitation, Unconsciousness, +200%; Malediction 2, +150% Sorcery, -15%) [44]
Notes: More accurate might be to make this a melee reach C attack, take off malediction 2, and put on untrainable. This would make it 22 points instead.

Cute Charm

This ability "infatuates" a pokemon of the opposite gender. In GURPS terms, this can be a cosmic follow-up that applies to any melee attack, and gives an opponent that is interested in the attacker's gender a chance to resist by HT, or be stunned.
Affliction 1 (HT; Accessibility, Those attracted to my gender, -20%; Follow-up, cosmic, Only Melee attacks +40%; Resistible, HT-0, -30%)[9]

Magic Guard

"The Pokémon only takes damage from attacks."
What? Ok, it is really confusing, and I've read a few wiki articles... I'm going to say just Immunity to Metabolic Hazards.

Friend Guard

This protects enemies from damage. Can't really tell if this is like a magic shield or what from the flavor text, so I'm going to interpret this as Damage Resistance that affects others.
Damage Resistance 1 (Affects Others Only, +0%; Area Effect, 2 yards, +50%; Force Field, +20%; Selective Area, +20%)[10]
The wiki says this protects about 1/4 of the damage that is received, so on my scale... this can probably be raised to a maximum of 7 levels then. Consider also increasing the Area Effect. 

After You

In pokemon, this makes an opponent attack before the user... This is Wait in GURPS.

Disarming Voice

This is an attack that always hits with no chance to defend, but defense protects normally. Look at Swift under Pikachu, but ignore the advice for converting it into melee. Maybe make it sound based.

Healing Wish

This is the ability to heal all of an ally's hp, but at the expense of going unconscious. As healing is proportionate, the most this ability need to heal is 19 HP, which requires 10 FP. We can put an unavoidable backlash to go unconscious on healing (-200%) and reduce the cost of the ability by 9 (+180%)

Healing Wish

Keywords: Obvious

Full Cost: 45 points
Casting Roll: IQ.
Range: Touch
Duration: Instant
The caster restores at least 100% of the target's HP, and probably more. The caster then goes unconscious for at least a minute, and may roll against HT once a minute afterwards to recover.
Statistics: Healing (Backlash, Unconsciousness, -200%; Injuries Only, -20%; Reduced FP Cost, 9, +180; Magic, -10%; Xenohealing, Anything animate, +100%;) [45]

A different way, less appropriate for sorcery is to use this optional rule from Ravens N' Pennies, maybe as a perk so that healing is completely reciprocal. Combine that perk with:
Healing (Accessibility, Must use exactly 1xHP, -10%; Backlash, Unconsciousness -200%; Cosmic, No Die Roll Required, +100%; Empathic, -50%; Injuries Only, -20%; Xenohealing, Anything animate, +100%;)[6]
For a total of 7 points.


This is a mundane attack. According to flavor text it is a hit "with a long tail, a foreleg, or the like." In Clefairy's case, this is a plain Brawling unarmed attack.


This move forces a target to take the same action repeatedly.


Keywords: None

Full Cost: 43 points
Casting Roll: IQ.
Range: Unlimited
Duration: 3 seconds
The caster forces the target to repeat a previous action for 3 consecutive turns. Roll against IQ (minus standard range penalties plus talent levels) while the opponent rolls against Will.
Statistics: Mind Control (Accessibility, Only to force the last thing they did repeatedly, -15%; Fixed Duration, 3 seconds, +0%; Independant, +70%; No Signature, +20%; Puppet, -40%; Reduced Duration, 1/60, -35%; Sorcery, -15%;) [43]
Notes: Similar effects could probably be produced cheaper using a daze affliction, but oh well!


I thought I already did this, but I haven't. You sing to make everyone in the area fall asleep.


Keywords: Leveled, Obvious

Full Cost: 36 points/Level
Casting Roll: Roll versus HT-based Singing to hit and for the quick contest..
Range: Unlimited
Duration: 3 seconds
The caster sings a song and put the enemy to sleep if they fail a contest of singing versus will. Undisturbed sleep lasts for at least 3 minutes. Additional levels lower the opponent's will by 1 for the contest. Any target that can't "hear" is immune.
Statistics: Affliction 1 (Singing, Based on Singing, +25%; Fixed Duration, 3 minutes, +0%; Incapacitation, Sleep, 150%; Malediction 2, +150%; Reduced Range, 10 yards, -30%; Sense Based, Auditory, -20%; Sorcery, -15%;) [36]
Notes: Consider adding a cone modifier as it would better reflect sound waves.

Double Slap

This is like several other Combination techniques, except the obvious difference is that all hits are directed towards the face. Consider also using a Defensive Attack (p.100 of Martial Arts) to represent the weaker, safer effect of a slap. So altogether this is:
Targeted Attack (Brawling Punch/Face) [4]
Combination( Defensive Brawling Punch/Face + Defensive Brawling Punch/Face + Defensive Brawling Punch/Face + Defensive Brawling Punch/Face + Defensive Brawling Punch/Face)[19]
Unusual Training (Double Slap)[1]
This is five attempts to hit the face, each attempt is at -2 to skill. Each hit is at -1 damage per die, and all benefits on each attack as per defensive attacks on p.100 of Martial Arts. This pricing assumes a character has trained by a master, anyone else has to pay an additional 15 points for the combination (which makes it a bum deal budget wise.)

Follow Me

In pokemon, this forces opponents to attack the user. The section Taunt and Bluster in Dungeon Fantasy 2, p.12 covers this sufficiently.


This is a pokemon giving another pokemon an item. This is simply a ready maneuver if done at range c with a friend, an exercise of the throwing skill at a distance, and an exercise of the pickpocket skill if attempting to do this surreptitiously against an enemy.

 Wake-Up Slap

In pokemon this is a strong attack that is guaranteed to awaken a sleeping opponent. This might be represented as:
Striking ST 4 (Accessibility, Only when the target is asleep, -60%)[8]
Note though, in most cases in GURPS, this is probably unnecessary and can be fiat'd as insta-win.


In pokemon, this makes a target harder to hit by shrinking them, all other stats being equal. This is mostly a simple modification of GURPS' Shrinking advantage.


Keywords: Leveled, Obvious

Full Cost: 41 points for level 1. 17.5 points per additional level.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" shrinks the target, but the target maintains all current stats with the exception of the reduced size modifier. This makes them harder to hit (among other things.)
Statistics: Affliction 1 (Will; Advantage, Shrinking (Mana Sensitive), +175%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; Sorcery, -15%) [28]
Notes: Additional levels can decrease the size modifier further. For a more "faithful" effect, try adding the expensive cumulative. "Minimized" is
Shrinking (Can Carry Objects, Heavy, +100%; Full Damage, +100%; Full DR, +30%; Full HP, +30%; Full Move, +30%, Mana Sensitive, -10%)[17.5]

Stored Power

Another weird ability, this one makes a character stronger for each simultaneous buff she has on her right now. This might be represented as:
My Favorite Power Talent + 1 (Accessibility, only if I have 1 buff turned on, -10%)[9]
My Favorite Power Talent + 2 (Accessibility, only if I have 2 buffs turned on, -20%)[8]
So the first level to the 7th level, the costs are 2-9. Or 5.5 on average. So, let's say the first 4 levels of this advantage cost 11 points each and give +2 to a 10 point power talent (specified at purchase). And if the GM is a crazy guy, additional levels cost 2 points each and raise talent by 1 each. If for whatever reason, your favorite power talent isn't 10 points/level, multiply all these costs by the ration of your talent's level cost to 10. Eg, for a 5 point power talent, divide by 2; for a 15 point talent, multiply by 3/2.


This is... any random move in the game. For me this is...
Modular Powers (Cosmic; Mental, Physical, and Social, +150%; Uncontrollable, -30%)[22/point ]
Plus one of the following:
Unusual Background (I have a GM that doesn't mind creating a random roll table with tens of abilities every time I buy more levels of Metronome)[30/point] 
or applying the limitation:
Accessibility, Only if I remembered to update the roll table after adding levels to metronome, -80%
Which saves you 8 points per point.

Cosmic Power

Cosmic has a certain meaning in GURPS, but in the pokemon context, this ability simply increases physical and special defense.

Cosmic Power

Keywords: Obvious

Full Cost: 73 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" gives the target (cumulatively) an extra level of Damage Resistance and Improved Magic Resistance. This lasts for 3 minutes.
Statistics: Affliction 1 (Will; Advantage, Cosmic Power, +95%; Cumulative, +400%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; Sorcery, -15%) [73]
Notes: Cosmic Power is Damage Resistance 1 (Mana Sensitive)[4.5] + Magic Resistance(Improved)[5] for a total increase of +95%

Lucky Chant

Another ridiculous ability, this one stops an opponent from getting critical hits for 5 turns. I decided to turn this into a buff. Instead of debuffing the enemy (you can't get critical hits) I made this into a buff (you can stop critical hits) So here is what it looks like:

Lucky Chant

Keywords: None

Full Cost: 52 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" gives the target the ability to force any other character to reroll a critical hit against themselves and then choose the result the target finds the most favorable. The buff lasts for 3 minutes (game time,) but if the power itself is activated it cannot be used again by the same target for 10 minutes (real world time)
Statistics: Affliction 1 (Will; Advantage, Lucky Chant Buff, +360%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; No Signature, +20% Sorcery, -15%) [52]
Notes: Lucky Chant Buff is:
Ridiculous Luck (Defensive, -20%; Enemy Critical Hits Only, -10%; Mana Sensitive, -10%)[36] 

Body Slam

In Pokemon, this can paralyze an opponent. In GURPS, this is simply the Slam maneuver with a Follow-Up stun affliction that is resistible.
Affliction 1(Follow-Up, Slams, +0%; Resistible, HT-0, -30%)[7]


In Pokemon, this is a complicated healing ability that changes the amount healed based on time of day and weather in game. I decided I wanted a more interesting passive ability.
Regeneration (Fast; Accessibility, Only in the visible presence of the moon, -35%;)[33]
This means that it needs to be night time, it can't be a new moon, the sky must be clear enough. It might work indoors if there is line of sight to the moon through a sunroof or an open window, but usually works best outdoors. If all the conditions are met, the bearer can recover 1 HP a minute.


This is a beam attack that uses "the power of the moon." It has a small chance of lowering an enemy's special attack. In GURPS, this is a strong attack that has a resistable chance of inflicting negated levels of power talent.


Keywords: Leveled, Missile, Obvious
Full Cost: 54 points for level 1. 5 points for each additional level.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" strikes the target with the power of the moon doing burning damage. When this hits, the opponent must roll against will or lose levels of talent. Each additional level adds 1d damage to the original attack.
Statistics: Burning Attack 1d (Increased 1/2d, +15%; Sorcery, -15%) [5] +
Affliction 1 (Will; Based on Will, +20%; Cumulative, +400%; Mana Sensitive, -10%; Negated Advantage, Specified Power Talent 1, +10%; Resistible, Will-0, -30%)[49]
Notes: Level 4 is probably game appropriate.


This is the ability to prevent abilities that allow a target to stay in the air. This might be doable with gravity control, but for simplicity, I'll do this as a negation of "walks on air" and "flight."


Keywords: Area (Leveled), Obvious

Full Cost: 46 points for level 1. 5 points per additional level.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: Affliction lasts for 3 minutes, affliction field for 5 minutes.
The "caster" removes the ability to fly or walk on air in a specific location in a given area. Once anyone in the area fails the contest of their HT versus the caster's will, they are unable to fly or walk on air for 3 minutes. At level one this creates a high gravity zone with a radius of 2 yards. This is doubled with each level.
Statistics: Affliction 1 (HT; Area Effect, 2 Yards, +50%; Based on HT, +20%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; Negated Advantage, Flying and Walking on Air, +54%; Persistent, 30x, 5 minutes, +100%; Sorcery, -15%) [46]

Meteor Mash

This is a somewhat weird ability, the flavor text says you are punching an opponent while also having a chance to improve your striking ST. This is an affliction follow-up to increase Striking ST after a punch... except you afflict yourself and not your target.
Affliction 1(HT; Advantage, Striking ST 1, +50%; Cumulative, +400%; Fixed Duration, 3 minutes, +0%; Follow-up, Punch, +0%; Resistable, HT, -30%)[43]
After punching an opponent, roll against HT. If you succeed, your Striking ST is boosted by 1 for 3 minutes. This is cumulative.

Other Thoughts and Conclusion

Oh geeze, that was a lot. Oh geeze. That really took it out of me. What's even worse (or maybe better since it is now over?) Clefairy is known for all of it's really nonsensical abilities, being an unpredictable wildcard... and maybe an alien from the moon? So these weren't easy abilities to make up.
I'm also starting to wonder since a lot of pokemon abilities are really follow-ups to mundane attacks and strikers... does a pokemon that masters his move list just have ridiculous punches seething with toxins, spores, and other creepy debuffs? Probably should be bought as alternate abilities. A little cheaper, and pretty sensible. Maybe each type of limb/striker can have it's own set of alternate abilities.

1 comment:

  1. Give all the food for thought these pokemon posts are giving me, I need to get back to work on my own Pokemon post soon.


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