6 tails in the back, 3 in the front. |
Flash Fire
In Pokemon, this is immunity to fire damage that is absorbed and instead powers up the the holder. This is a simple application of absorptive DR for fire damage only.
Damage Resistance 1 (Absorption, My Favorite Talent Only, +80%; Limited, Heat/Fire, -40%)[7]A fair maximum might be around 10 levels.
Drought
This is incredibly bright light as bright as the sun. A lot of abilities in pokemon are enhanced or weakened based on ambient sunlight. I am thinking of this as Create Essential Light with independent. A cheaper version might be an equipment perk for a small lamp, but that isn't sunlight!
Create Light (Cosmic, Essential, Sunlight, +50%; Independant, +40%; Reduced FP Cost, 0 FP, +40%)[46/level]At each level, this creates approximately enough sunlight to fill level^2 yards with daylight. [Very expensive to be useful!] The ability is a bit expensive, but all the free sunlight you want!
Roar
This is similar to Whirlwind, which I wrote up for Pidgey, but let's do this a bit different. This move in pokemon makes an enemy retreat, but there is no "retreat" and "end of battle" in GURPS. Instead lets make an ability with a huge amount of knockback.
Roar
Keywords: Leveled, Obvious
Full Cost: 18 points/level
Casting Roll: None, use Innate Attack to aim.
Range: 5 yard wide cone, 10 yard reach
Duration: Instant
The caster let's out a deafening roar. Roll damage for targets in range, but the attack does no damage and instead does quadruple knock-back.
Statistics: Crushing Attack 1d (Cone, 5 yards wide, +100%; Cosmic, Quadruple Knockback, +90%; Increased 1/2d, +15%; No Injury, -50%; Reduced Range, 10 yards, -30%; Sense Based, Auditory, +150%; Sorcery, -15%) [18]
Notes: Cosmic Quadruple is a 50% cosmic + 2 levels of doubling knockback.
Keywords: Leveled, Obvious
Full Cost: 18 points/level
Casting Roll: None, use Innate Attack to aim.
Range: 5 yard wide cone, 10 yard reach
Duration: Instant
The caster let's out a deafening roar. Roll damage for targets in range, but the attack does no damage and instead does quadruple knock-back.
Statistics: Crushing Attack 1d (Cone, 5 yards wide, +100%; Cosmic, Quadruple Knockback, +90%; Increased 1/2d, +15%; No Injury, -50%; Reduced Range, 10 yards, -30%; Sense Based, Auditory, +150%; Sorcery, -15%) [18]
Notes: Cosmic Quadruple is a 50% cosmic + 2 levels of doubling knockback.
Notes: Cosmic Quadruple is a 50% cosmic + 2 levels of doubling knockback.
Baby-Doll Eyes
In pokemon, this lowers the enemy's attack. I think a better version in GURPS would bestow the Pitiable advantage on the target.
Baby-Doll Eyes
Keywords: Buff
Full Cost: 30 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" makes the target look innocent making would be assailants hesitant to bring down the full brunt of their will against them.
Statistics: Affliction 1 (Will; Advantage, Pitiable (Magic), +45%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30]
Confuse Ray
In pokemon, this is a 100% success rate at confusion. No such thing in GURPS, Let's make it a malediction that inflicts Daze.
Keywords: Buff
Full Cost: 30 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" makes the target look innocent making would be assailants hesitant to bring down the full brunt of their will against them.
Statistics: Affliction 1 (Will; Advantage, Pitiable (Magic), +45%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30]
Confuse Ray
In pokemon, this is a 100% success rate at confusion. No such thing in GURPS, Let's make it a malediction that inflicts Daze.
Confuse Ray
Keywords: Leveled, Obvious
Full Cost: 28.5 points/level
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" makes the target look innocent making would be assailants hesitant to bring down the full brunt of their will against them.
Statistics: Affliction 1 (Will; Fixed Duration, 3 minutes, +0%; Incapacitation, Daze, +50%; Malediction 2, +150%; Sorcery, -15%) [29]
Notes: Slightly more efficient at even levels.
Keywords: Leveled, Obvious
Full Cost: 28.5 points/level
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" makes the target look innocent making would be assailants hesitant to bring down the full brunt of their will against them.
Statistics: Affliction 1 (Will; Fixed Duration, 3 minutes, +0%; Incapacitation, Daze, +50%; Malediction 2, +150%; Sorcery, -15%) [29]
Notes: Slightly more efficient at even levels.
Fire Spin
In Pokemon this does a modest attack, followed by several follow-up burning attacks.
Fire Spin
Keywords: Leveled, Missile, Obvious
Full Cost: 12 points for level 1. 5 points for each additional level.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 5 seconds
The "caster" surrounds the target in a fierce vortex that continues to hurt them. The first hit does dice of damage equal to the level. This follows up with a 1HP cyclic attack for 6 turns.
Statistics: Burning Attack 1d (Increased 1/2d, +15%; Sorcery, -15%) [5] +
Burning Attack 1 HP (Cyclic, 5 cycles, 1 second each, +400%; Follow-Up, +0%; Magic, -10%;)[7]
Burning Attack 1 HP (Cyclic, 5 cycles, 1 second each, +400%; Follow-Up, +0%; Magic, -10%;)[7]
Notes: Level 2 is probably appropriate game wise.
Other Thoughts and Conclusion
Only did the moves from Red and Blue, but I added the abilities too. Thursday this week is a weird day for me, so I want to take it easy. I think Quadruple Knock-back on Roar makes it kinda expensive at low levels, but it easily becomes more efficient at high levels. Maybe a Fright Check follow-up would be an interesting addition to Roar.
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