Bird like texture. |
Spearow
Peck/Drill Peck
This is a variant of the Teeth advantage. Peck is Sharp Beak (see Basic Set, p.91) and Drill Peck is basically either extra Striking ST for the beak only, or if you want to be hecka fancy, add Armor Divisor instead. This can be a little difficult to calculate a fair value for, so doing some random math, at about 10 ST, it's worth 2 points, 6 points at 20 ST, and 11 points at 30 ST, approximately rising five-ish points per each 10 ST.
Sniper
This is a passive ability introduced in later versions of pokemon that lets critical hits do more damage. I am going to make this Super Luck with an aspect that means it allows a player to choose the outcome on the critical hit table.
Super Luck (Aspected, Critical success only, -50%)[50]This ability allows you to select the result of a single critical success if it is normally chosen from a table.
Ekans
Intimidate
Ekans spelled backwards is "Michael." |
Intimidate is a passive ability that lowers the attack strength of all nearby opponents. This is affliction aura which works by quick contest. Success lowers Striking ST by 2 for margin of success minutes. While inside the aura, enemies will continue to reroll each turn if not affected by it.
Affliction 1 (Will, Area Effect, 4 yards, +100%; Aura, +80%; Based on Will, +20%; Disadvantage, Striking ST - 2, +10%; Malediction 2; +150%; Selective Area, +20%;)[48]
Shed Skin
This is a one time chance to heal status afflictions that are caused by blood agents. This is a once a day use of immunity to metabolic hazards.
Immunity To Metabolic Hazards (Accessibility, Must be delivered by blood agent, -20%; Limited use, 1 a day, -40%)[12]
Wrap
This is a textbook application of the Constriction Attack advantage. Add the Engulfing (+60%) modifier from GURPS Powers, p.45 if you want to emulate pokemon generation 1's mechanic that prevents opponents from attacking while wrapped.
Glare
In pokemon, this attack paralyzes a foe, which is a really good chance that the opponent will not be able to attack, and it greatly lowers their speed. This is based on vision and the enemy being able to see the attack.
Glare
Keywords: Leveled
Full Cost: 29.5 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" stares the opponent down, whose Basic Speed is reduced by 2.00. He is also stunned. This is a contest of wills, with success lowering speed for 3 minutes and stunning the target.
Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Basic Speed -2.00, +40%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; No Signature, +20%; Sense Based, Vision, -20%; Sorcery, -15%; Stunning +10%) [30]
Notes: The spell is most efficient at even levels.
Screech
Screech lowers an opponent's defense. I want to add a fright check as well.
Screech
Keywords: Leveled
Full Cost: 70 points for level 1. 11 points/level per additional level.
Casting Roll: None, use Innate Attack (Breath) to aim.
Range: 100 yards
Duration: Instant
The "caster" screeches and terrifies its opponents unexpectedly. This lowers damage resistance by 20 points, and causes the opponent to need to roll a fright check. This affects anyone who can hear in a 10 yard long and 5 yard wide cone. Additional levels penalize the fright check by 1, and lower DR by an additional 20 character points.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cone, 5 yards, +100%; Disadvantage, Damage Resistance, -20 points, +20%; Fixed Duration, 3 minutes, +0%; Increased 1/2D, +15%; Malediction 2, +150%; No Signature, +20%; Reduced Range, 10 yards, -30%; Sense Based, Auditory, -20%; Sorcery, -15%) [30] plus
Terror 1 (Auditory; Magical, -10%)[40]
Notes: The spell is most efficient at even levels.
Acid
Another textbook attack. This is a ranged attack that has a chance of lowering defense... or in GURPS, corrosion damage. It sprays it in a small cone though.
Keywords: Leveled
Full Cost: 29.5 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" stares the opponent down, whose Basic Speed is reduced by 2.00. He is also stunned. This is a contest of wills, with success lowering speed for 3 minutes and stunning the target.
The "caster" stares the opponent down, whose Basic Speed is reduced by 2.00. He is also stunned. This is a contest of wills, with success lowering speed for 3 minutes and stunning the target.
Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Basic Speed -2.00, +40%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; No Signature, +20%; Sense Based, Vision, -20%; Sorcery, -15%; Stunning +10%) [30]
Notes: The spell is most efficient at even levels.
Notes: The spell is most efficient at even levels.
Screech
Screech lowers an opponent's defense. I want to add a fright check as well.
Screech
Keywords: Leveled
Full Cost: 70 points for level 1. 11 points/level per additional level.
Casting Roll: None, use Innate Attack (Breath) to aim.
Range: 100 yards
Duration: Instant
The "caster" screeches and terrifies its opponents unexpectedly. This lowers damage resistance by 20 points, and causes the opponent to need to roll a fright check. This affects anyone who can hear in a 10 yard long and 5 yard wide cone. Additional levels penalize the fright check by 1, and lower DR by an additional 20 character points.
The "caster" screeches and terrifies its opponents unexpectedly. This lowers damage resistance by 20 points, and causes the opponent to need to roll a fright check. This affects anyone who can hear in a 10 yard long and 5 yard wide cone. Additional levels penalize the fright check by 1, and lower DR by an additional 20 character points.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cone, 5 yards, +100%; Disadvantage, Damage Resistance, -20 points, +20%; Fixed Duration, 3 minutes, +0%; Increased 1/2D, +15%; Malediction 2, +150%; No Signature, +20%; Reduced Range, 10 yards, -30%; Sense Based, Auditory, -20%; Sorcery, -15%) [30] plus
Terror 1 (Auditory; Magical, -10%)[40]
Notes: The spell is most efficient at even levels.
Terror 1 (Auditory; Magical, -10%)[40]
Notes: The spell is most efficient at even levels.
Acid
Another textbook attack. This is a ranged attack that has a chance of lowering defense... or in GURPS, corrosion damage. It sprays it in a small cone though.
Acid
Keywords: Leveled, Obvious
Full Cost: 14 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" spits a cone of acid that can hit some adjacent opponents. this is a 10 yard long cone, 3 yards wide.
Statistics: Corrosion Attack 1 (Cone, 3 yards wide, +70%; Increased 1/2D, +15%; Reduced Range, 10, -30%; Sorcery, -15%) [14]
Notes: The spell is probably around level 2 for 28 points.
Other Thoughts and Conclusion
The further I go along, the more redundant moves start to get, but that's fine, it means I'm making progress. For that reason, I did two pokemon worth of moves, and started roping in some of their passive abilities.
Keywords: Leveled, Obvious
Full Cost: 14 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" spits a cone of acid that can hit some adjacent opponents. this is a 10 yard long cone, 3 yards wide.
Statistics: Corrosion Attack 1 (Cone, 3 yards wide, +70%; Increased 1/2D, +15%; Reduced Range, 10, -30%; Sorcery, -15%) [14]
Notes: The spell is probably around level 2 for 28 points.
Other Thoughts and Conclusion
The further I go along, the more redundant moves start to get, but that's fine, it means I'm making progress. For that reason, I did two pokemon worth of moves, and started roping in some of their passive abilities.
Why Serendipity and not Super Luck for Sniper? Super Luck works as you want, by specifying a die roll, Serendipity creates coincidences of a more narrative nature.
ReplyDeleteYou are right, I changed it.
DeleteI'd probably go with Armor Divisor (2) on Drill Peck, if only because of the name.
ReplyDeleteThe idea of Super Luck to pick a critical result is interesting... and taking a quick look at the table, there are some valid options there (instead of being one obvious choice, which wouldn't be fun).
On Intimidate, I'd be really tempted to base it off of the skill. (Which seems to be the same +20% modifier.) That might not work so well for most sorcerers though.
I'll bring up No Signature again, simply because I'm used to Generation 2, where Glare is some sort of eye beam! (It's better this way; I'll also note that this is vulnerable to Reflect Gaze.)
Screech is odd. You manipulated 1/2D on a Malediction again. Oh! I see, you're knocking off 20 points worth of DR, not negating 20 DR. Humm. Does that apply to worn (non-points based) DR? I'd like to see some discussion of what happens to, say, a suit of chain mail, and people with more than one source of DR?
Personally, I think I'd avoid a lot of that and suppress Dodge (one point of diminished dodge for -15? This possibly a case where it should be more expensive than the positive version.)
Point 1 - Yeah, I kinda like the armor divisor.
DeletePoint 2 - I think it's a bit expensive though. I wanted Serendipity to kinda work for it, but it isn't exactly what Serendipity does. On the other hand, I thought in terms of usefulness, it was on par with the documented use of Serendipity in Dungeon Fantasy 16, which one could say is the same as super luck in that instance as well.
Point 3 - I keep messing up on the No Signature one! I think I'm getting a bit better at it.
Point 4 -The 1/2D thing too.. Yeah, I'm a bit confused about Negated Advantage for a few advantages that can have a lot of flexible implementations. Damage Resistance is one of them, and I didn't, for example, want it to not work on tough skin, flexible, or force field, just because it is a slightly different "signature."
Point 5 - That might be a good way to go about it too.