Wednesday, November 16, 2016

Powers: (Inspired By) Geodude

1 rock, 2 arms.
It is a rock with arms and I didn't like it much.

Rock Head

This is invulnerability to recoil damage, mostly meaning Slam Damage in GURPS
Damage Resistance (Only for damage incurred on self from slams, -80%)[1/level]
Take enough levels to be happy.

Sturdy

Survives with 1 HP in Pokemon, probably more like a combination of Hard to Kill and Hard to Subdue in GURPS where 1 HP is not exactly the significant cutoff.
Otherwise, try Unkillable 2 (Once a day) or something if you want something closer to the mechanical meaning instead of the semantic meaning.

Mud Sport

In Pokemon, this lowers the power of electrical abilities. If we think of this as afflicting one college nega-talent (5 points in this example) this is simply the following:

Mud Sport

Keywords: Area (fixed)Obvious

Full Cost: 39 points
Casting Roll: None
Range: 8 yards
Duration: 3 minutes of sleep
An 8 yard radius mud splash happens around the user, anyone caught up in it has a -5 penalty to lightning based moves for the next three minutes.
Statistics: Affliction (HT; Area Effect, 8 Yards, +150%; Contact Agent, +150%; Disadvantage, Nega-Lightning Sorcery 5, +25%; Emanation, -20%; Fixed Duration, 3 minutes, +0%; Sorcery, -15%) [52]

Rock Polish

Rock version of agility.

Rock Throw

A normal attack where you throw a rock.

Rock Throw

Keywords: Leveled, Missile Obvious

Full Cost: 5 points/level.
Casting Roll: None, use Throwing to aim.
Range: 100 yards
Duration: Instant
The "caster" throws a rock at the target. This does 1d crushing per level.
Statistics: Crushing Attack 1 (Increased 1/2D, +15%; Sorcery, -15%) [5]
Notes: To emulate approximated game efficacy, 2d+2 is a good maximum.

Smack Down

This does damage, and removes the ability to fly from an opponent, it might be like this.

Smack Down

Keywords: Leveled, Missile Obvious

Full Cost: 27 points.
Casting Roll: None, use Throwing to aim.
Range: 100 yards
Duration: Instant
The "caster" throws a large rock at the target, and knocks them out of the sky if they are flying or walking on air. This does 2d+2 crushing damage if it hits.
Statistics: Crushing Attack 2d+2 (Increased 1/2D, +15%; Sorcery, -15%) [13] +
Affliction 1 (Fixed Duration, 3 minutes, +0%; Follow-Up, Crushing attack, +0%; Negated Advantage, Flying and Walking on Air, +54% ;Sorcery, -15%) [14]

Self-Destruct

This is a powerful explosion that hurts even the user. We might emulate it like so.

Self-Destruct

Keywords: Area(Leveled), Missile Obvious

Full Cost: 10 points for level 1, 2, and 3, 5 points for each level beyond. See notes.
Casting Roll: None, use Innate Attack.
Range: 2 yard radius per level
Duration: Instant
The "caster"explodes, dealing 5dx2 burning damage to everyone in range, outside of range, it does damage divided by distance from the edge of the radius. This ends by doing 5dx2 HP of injury to the caster.
Statistics: Burning Attack 5dx2 (Area Effect, 2 yards, +50%; Costs HP, 35, -350%; Explosion 3, +150%; Feature, HP converted to dice, +0%; Emanation, -20%; Sorcery, -15%) [10]
Notes: The limitations add up to -185% at level 1, -135% at level 2, and -85% at level 3, meaning the first three levels cost the same thing. After that each level is 5 points.

Stealth Rock

This sets a trap, which is similar to toxic spikes, but the damage is more boring.

Stealth Rock

Keywords: Leveled, Obvious

Full Cost: 14.25 points/level
Casting Roll: None, roll innate attack to aim.
Range: Touch
Duration: traps exist until triggered or disarmed.
The "caster" lays several stone traps around the target location. The traps 1d crushing damage. This is always targeting the ground for +4 to skill, and +2 for 10 shots. Margin of success (up to 10) randomly populates MoS hexes in the area with traps.
Statistics: Crushing Attack 1d (Area Effect, 2 yards, +50%; Delay, Trigger, Stepped on, can be swept away, +50%; Rapid Fire, 10, +100%; Sorcery, -15%) [8] and
Toxic Attack 1 HP (Cyclic, 10 cycles, 10 seconds, +900%; Follow-Up, Impaling attack, +100%; Mana Sensitive, -10%)[11]
Notes: Increasing range is 2.5 points for every doubling of the radius. For more traps in the range, increase the rapid fire level which is variable, but can be found on p.108 of the basic set.

Rock Blast

This does a random amount of hits in Pokemon, in GURPS, this is a projectile with a rate of fire.

Rock Blast

Keywords: Leveled, Missile Obvious

Full Cost: 13.6 points for level 1, see notes about leveling.
Casting Roll: None, use Throwing to aim.
Range: 100 yards
Duration: Instant
The "caster" throws a handful of rocks at an opponent. This is a Rate of Fire 5 attack, meaning up to 5 1d+2 crushing stones may hit. With Rate of Fire 5, skill gets a bonus of +1.
Statistics: Crushing Attack 1d+2 (Increased 1/2D, +15%; Rapid Fire, 5, +70% Sorcery, -15%) [14]
Notes: To level, increase the Rate of Fire, the modifier for such is on p.108 of the Basic Set.

Explosion

This is Self-Destruct, but 12d+2 (or 6dx2+2) instead of 10d.

Stone Edge

This is an impaling attack that has a high chance of critical hits. This could be statted like this:

Stone Edge

Keywords: Leveled, Obvious

Full Cost: 11.2 points for level 1, 5.2 points/level thereafter.
Casting Roll: None, use an unarmed skill (chosen at time of purchase.)
Range: Melee, reach C,1.
Duration: Instant
The "caster" projects a stone knife from her hand which has high odds of a critical success. A 6 or lower counts as a critical success. This attack does 1d impaling per level.
Statistics: Impaling Attack 1d (Melee, Reach C,1, -20%; Sorcery, -15%) [6] +
Daredevil (Variant; One Ability, Stone Edge, -80%)[6]
Notes: Level 5 is an appropriate maximum, and coincidentally, the decimal adds up perfectly at 5 levels to an integer.
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Other Thoughts and Conclusion

I really like this version of Daredevil, it solves a big annoying problem I've had for a while.

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