Friday, October 14, 2016

Powers: (Inspired by) Sandshrew

Wasted potential, the pokemon.
Well, Sandshrew's normal move list from generation 1 is already completely eclipsed by all the pokemon that came before, so it is now time to move to modern times!

Sand Veil

In pokemon, this is the ability to dodge better in inclement weather.
I take this to be simply 
Enhanced Dodge (Environmental, Sandstorms Only, -40%)[9]
This can optionally be paired with a small amount of environmental DR.
Damage Resistance 1(Accessibility, Only against ambient hazards in a sandstorm, -80%) [1]

Sand Rush

In pokemon, this is moving faster in a sandstorm.
Enhanced Move 1 (Environmental, Sandstorms Only, -40%)[12]

Defense Curl

This is the ability to ward off damage by taking a defensive stance. I think that this could best be represented as extra DR that only activates during All-Out Defense
Damage Resistance 4 (Accessibility, During Active Defense Only, -25%)[15] 

Roll-Out

This is another slightly strange mechanic in GURPS terms. It is basically increasingly powerful slams as long as it is used consecutively. First, let's assume that a character has the Ramming Speed perk. Then we add to it a few extra movement bonuses.
Basic Move + 5(Accessibility, The previous move was a slam and the next maneuver is also a slam, -20%)[20] 
Basic Move + 5(Accessibility, The previous two moves were a slam and the next maneuver is also a slam,  -40%)[15] 
Basic Move + 5(Accessibility, The previous three moves were a slam and the next maneuver is also a slam, -60%)[10]  
 Basic Move + 5(Accessibility, The previous four moves were a slam and the next maneuver is also a slam, -80%)[5]  

So, altogether, somewhat expensive, but considering what it does, that's expected. Extra fun can be had if you are in a sandstorm, or if like sandshrew probably does, have the  Spines advantage.

Rapid Spin

In pokemon, this does a small amount of damage and frees one from ensnaring type attacks. This could be seen as a small aura that would damage anything grappling/ensnaring the character.

Rapid Spin

Keywords: Leveled, Obvious

Full Cost: 5.75 points/level.
Casting Roll: None
Range: Touch
Duration: Instant
The "caster" rotates at incredible speed freeing itself from danger, and potentially hurting anyone touching the caster or any destroyable bindings.
Statistics: Burning Attack 1 (Accessibility, Only while Ensnared, -20%; Aura, +80%; Reach, C range, -30%; Sorcery, -15%) [6]
Notes: Level 1 is most accurate for game power level, but level multiples of 4 are most point efficient.

Magnitude

This attack does an ability at a random multiple of strength meaning it can do next to nothing or be devastating.
To simulate this effect, I am abusing the concept of converting numbers into dice adds. This attack is basically the summation of 6 innate attacks, Crushing Attack 1 - Crushing Attack 6, and whatever is rolled is the result, being able to choose any number from 1 to 6 at random gives an approximate cost of "Crushing Attack 3.5" or... 17.5 points as the base.

Magnitude

Keywords: Leveled, Obvious

Full Cost: 20.125 points/level.
Casting Roll: None, use innate attack to aim.
Range: 2 yards
Duration: Instant
The "caster" causes an earthquake to emanate outwards damaging everyone in the area. Roll two dice, and multiply the numbers.
Statistics: Crushing Attack "3.5" (Area Effect, 2 yards, +50%; Emanation, -20%; Feature, converting dice of damage to dice plus adds, +0%; Sorcery, -15%) [21]
Notes: Level 1 is plenty fine, but if you care, this spell is most efficient at level multiples of 8 (though this would be small scale armageddon at such a level.) Consider instead doubling the radius of the spell if you want it to be more effective. For math friends, this equation gives an average output of 12.25, and a standard deviation of around 9, meaning the numbers are very random.

Sand Tomb

In pokemon, this is an engulfing, suffocating binding.

Sand Tomb

Keywords: Leveled, Obvious

Full Cost: 24 points/level.
Casting Roll: None, use innate attack to aim.
Range: 100 yards
Duration: Instant
The "caster" causes the opponent to be encased in sand. This is treated as a suffocating, engulfing, and unbreakable binding that requires the opponent to be touching natural earth.
Statistics: Binding 1 (Engulfing, +60%; Environmental, must be touching natural earth, -20%; Unbreakable, +40%; Sorcery, -15%; Suffocating, +75% ) [21]
Notes: Level 2 is the minimum useful level. Each level is an extra 5 levels in terms of binding, so Level 2 resists as if at 10 ST, and level 3 as if 15 ST.

Dig

This is mostly a very high level of tunnelling, which is super expensive, but fair. Consider the Hands-Free (Powers, p. 86) enhancement for most characters.

Gyro Ball

This is a slam into an enemy that does more damage if the enemy is faster than the user. This is kinda weird, but maybe it could be:
Extra Hit Points 20(Accessibility, only when slamming an enemy with a higher basic speed, -20%; Only for calculating Slam damage, -50%;)[14]

 Swords Dance

A buff that increases the target's attack power.

Swords Dance

Keywords: Leveled

Full Cost: 66.5 points for level 1. 4.5 points/additional levels.
Casting Roll: None, use innate attack to aim.
Range: 100 yards
Duration: 3 minutes.
The "caster" focuses and becomes more dangerous, raising its striking ST by 4. The spell is cumulative, but it lasts for only 3 minutes. Additional levels increase the Striking ST by 1 for each "coat."
Statistics: Affliction 1 (HT; Advantage, Striking ST +4 (Magical), +180%; Cumulative, +400%; Fixed Duration, 3 Minutes; Sorcery, -15%;) [66]
Notes: Even levels are more efficient, but level 1 is very expensive.

Sandstorm

This creates a lingering sandstorm in the area. This basically allows some pokemon to trigger some of their special passive abilities, and disables others.

Sandstorm

Keywords: Leveled, Obvious

Full Cost: 81.5 points/level.
Casting Roll: IQ.
Range: 100 yards
Duration: 1 minute.
The "caster" creates sand and then blows it around as a sandstorm. This can have numerous effects mechanically, but most importantly, it is irritating to almost all life forms but those specially accustomed to it. Each level creates 10xLevel2  pounds of sand that is scattered over an area of 0.1 x level miles by the winds. The storm lasts for a minute.
Statistics: Create Earth 1 (Cosmic, No Die Roll Required, +50%; Link, Control Wind, +10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Sorcery, -15%;)[41] +
Control Wind 1(Independant, +40%; Magical, -10%; Natural Phenomena, +100%; Ranged, +40%;)[41]
Notes: Even levels are slightly more efficient.
I am not an expert on sand, so dunno how far "10 pounds" goes towards making a sandstorm, but meh, I assume it might be more localized then the weather radius allows for.

Earthquake

This... is kinda boring. This is an attack that hurts everyone in range if they are touching the ground.

Earthquake

Keywords: Leveled, Obvious

Full Cost: 9.125 points/level.
Casting Roll: None, use innate attack to aim.
Range: 4 yards
Duration: Instant
The "caster" causes an earthquake to emanate outwards damaging everyone in the area. Double applied knockback.
Statistics: Crushing Attack 1 (Area Effect, 4 yards, +100%; Double knockback, +20%; Emanation, -20%; Sorcery, -15%) [10]
Notes: Level 8 is recommended. Beyond extra damage, consider a larger radius
.

Other Thoughts and Conclusion

Wow. That was a lot of new abilities. I guess that's typical upon dealing with a so far untouched element. A lot of abilities didn't really feel like "spell" material this time, and Sandstorm is a little weird. A more kosher version might be a combination of obscure and a lingering cloud of weak crushing damage, but it seemed more appropriate for this specific case that the storm was a literal sandstorm as the idea is that it activates several passive environmental abilities.

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