Tuesday, November 29, 2016

Powers: (Inspired by) Doduo

1 bird in the head, crazy
in the bush.
Two headed bird. It is different than the onion bird. It is like a kiwi, but it is also like an ostrich.

Early Bird

Awaken quickly from sleep. This is a small perk of combat reflexes but kind of a the least important benefit, so maybe:
Combat Reflexes(Only for waking up, -80%)[3]

Tangled Feet

Higher evasion if the character is confused. To me, the most mechanically similar effect is High Pain Threshold, with maybe the meta-trait All Enhanced Defenses.
All Enhanced Defenses(After a situation that would call for a roll for stunning, -30%)[21]
This assumes a value close to emergencies only, not all stunning is an emergency, but a lot of emergencies cause stunning.


Extra damage if attacking a target that is fleeing. This might be extra damage for attacking an opponent from behind then. That's more common than only on surprise attack.
Striking ST 1 (From the enemy's rear hex, -20%)[4]


Steal an item from an enemy. This is disarming an opponent.

Double Hit

This is two attacks in a row. At it's simplest, this is a Rapid Strike with the penalties bought off, a combination attack, or a crushing attack with RoF2. See fury attack for an idea.


It sounds like it has to do with pressure points, but it raises a random stat by 2. This is made up of several different buff afflictions that will either afflict a 10, 20, or 40 point advantage on the target. These look like:
Affliction 1(HT; Advantage, Per+2, +90%; Cumulative, +400%; Fixed Duration, 3 minutes, +0%; Melee, Reach C, -30%; No Signature, +20%; Sorcery, -15%)[57]
This is the same for will as well for Will. ST and HT are 9 points more for 66 points each, and DX and IQ are another 18 points above that, for a total of 84 points. We average these costs together, and get 69 points.


Keywords: Buff, Leveled

Full Cost: 69 points for level 1. 21 points/level thereafter.
Casting Roll: None, use melee attack.
Range: Touch
Duration: 3 minutes
The "caster" buffs the target by touching pressure points. roll 1d on a success. On a 1, this gives Will+2, on a 2, Per+2, on a 3, ST+2, on a 4, HT+2, on a 5, DX+2, and on a 6, IQ+2. This is cumulative and lasts for three minutes.
Statistics: See above.
Notes: Each additional level increases the buff amount by +1; Level 2 gives +3, Level 3 gives +4. Et cetera.


An extremely loud attack that keeps everyone from sleeping while it occurs. This is a small breakaway from the original ability that makes a slightly more powerful ability in GURPS.


Keywords: Area(Leveled), Obvious

Full Cost: 37 points for level 1. 11.5 points/level thereafter.
Casting Roll: None, use melee attack.
Range: 2 yard radius doubling for each level.
Duration: 10 seconds
The "caster" creates a horrid screech around it injuring everyone within range of the sound emanation. This does 4d+2 crushing damage to everyone in the area except for anyone that cannot hear, and reverberates for 10 seconds. Anyone asleep within hearing distance will likely awaken too, but to mental stun as per usual. The shriek reverberates around the area of deployment, and does not follow the caster.
Statistics: Crushing Attack 4d+2(Area Effect, 2 yards, +50%; Emanation, -20%; Nuisance Effect, Incredibly Loud, -5%; Persistent, +40%; Sorcery, -15%)[37]
Notes: Each additional level increases radius.


Oh man, a weird one. This ability reduces an opponent's remaining HP to a value equal to the caster's HP. I will abuse follow-ups and malediction.
Level 1 of this spell is:
Toxic Attack 1HP(accessibility, the opponent has at least 1 more HP than me. -20%, Malediction 2, +150%; Sorcery, -15%)[3]
Level 2 adds on:
Toxic Attack 1HP(accessibility, the opponent has at least 2 more HP than me. -25%, Follow-Up, +150%; Magic, -10%)[3]
And each following level adds on more. At level 5 the price drops to 2 points a level, and at level 25 and beyond, it becomes 1 point a level.
If you are a penny pincher, once you get enough levels you can convert abilities to flat dice of damage. For example, level 7 costs 12+4 = 16 points this way, or if you think of it as 2d toxic converted to flat damage, take the average modifier for accessibility, which is -20 + -70 / 2 = -50%, you have an ability that is 14.8, or 15 points instead. You saved a point! Though, the difference will continue to widen as the levels increase.


Keywords: Leveled, Missile, Obvious

Full Cost: 3 points/level for level 1-4. 2 points/level for levels 5-19, 1 point/level thereafter.
Casting Roll: None, use innate attack to aim.
Range: 100 yards.
Duration: Instantaneous
The "caster" reduces the HP gap between herself and an opponent. Each level can reduce the difference by an additional HP. If the target has equal or less HP, this attack does nothing. The attack ignores DR, but requires a contest of wills to inflict damage.
Statistics: See above
Notes: Level cost is extremely complicated.

Other Thoughts and Conclusion

Two interesting moves, though endeavor is a pain to price out at very high levels. The alternate method saves a few points, but can only be applied every 7 levels really.

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