Sunday, November 27, 2016

Powers: (Inspired by) Magnemite

Joke
This thing, right? I never cared about it.

Magnet Pull

This causes "steel" opponents to not be able to escape.
Enhanced Move 1(Environmental, Magnetic Material to repel or attract, -20%)[16]
Plus
Affliction 1(Accessibility, must be metallic or wielding metallic equipment, -10%; Area Effect, 8 yards, +200%; Aura, +80%; Disadvantage, Basic Move-4, +20%; Fixed Duration, 3 minutes, +0%; Malediction, +100%; Melee, Range C, -30%, Terminal Condition, Drop All Metal Objects, -20%)[44]
Anyone within 8 yards of  magnemite made of metal or carrying metal must win a contest of will or have basic move reduced by 4. If it is possible, this can be counteracted by dropping all metal.

Analytic

This does more damage when moving last. From the flavor text, this sounds like an evaluate maneuver, but to make it more special, let's make it an extra evaluate that can only be used if attacking someone with a higher speed.
Extra Evaluate(Accessibility, Against those with a higher speed, -20%)[16]
I think it was decided somewhere that Extra Evaluate might be worth 20 points if Extra Attack is worth 25.

Sonic Boom

A constant damage weak attack that always hits.

Sonic Boom

Keywords: Missile
Full Cost: 28 points.
Casting Roll: none
Range: 100 yards
Duration: Instantaneous
The "caster" hits the opponent who can not defend with 4 HP of damage. DR protects as normal.
Statistics: Crushing Attack 1d+1 (Cosmic, No Active Defense Allowed, +300%; Feature, Dice Adds to Constant, +0%; Increased 1/2d, +15%; No Signature, +20%; Sorcery, -15%) [28]
Notes: Though this isn't leveled, this ability costs 21 character points per 1d, or 3.5 HP of damage. Round down.

Magnet Bomb

A weapon that doesn't miss.

Magnet Bomb

Keywords: LeveledMissile, Obvious
Full Cost: 15 points/level.
Casting Roll: none
Range: 100 yards
Duration: Instantaneous
The "caster" launches a homing bomb at the opponent. This hits automatically provided the roll to hit is possible at all. DR and active defenses still work as normal.
Statistics: Burning Attack 1d (Cosmic, No Die Roll Required, +100%; Explosion 2, +100%; Increased 1/2d, +15%; Sorcery, -15%) [15]
Notes: 3d is an acceptable maximum. 

Spark

This is Thundershock, but a maximum acceptable level of 3d+1.

Mirror Shot

This is an attack that does damage and potentially blinds an opponent.

Mirror Shot

Keywords: LeveledMissile, Obvious
Full Cost: 15.5 points/level.
Casting Roll: Use Innate Attack
Range: 100 yards
Duration: Blindness lasts for six seconds.
The "caster" causes the opponent to be temporarily blinded while doing damage. Targets that don't use standard vision or who close their eyes for the rest of their turn are immune to damage and blindness. All others roll HT-1 for each 2HP of injury suffered, or be blind for 6 seconds.
Statistics: Burning Attack 1d (Side Effect, Blindness, +100%; Fixed Duration, 6 Seconds, +0%; Increased 1/2d, +15%; Reduced Duration, 1/100 duration, -40%; Sense Based, Vision, +150%; Sorcery, -15%) [16]
Notes: 3d+1 is an acceptable maximum.

Metal Sound

Lowers special defense. I interpret this as Will-2.

Metal Sound

Keywords: LeveledObvious
Full Cost: 24.4 points for level 1. 0.9 points/level thereafter.
Casting Roll: Use Innate Attack
Range: 100 yards
Duration: 3 minutes.
The "caster" creates an irritating sound that lowers will. Those who fail a quick contest are at will-2 for 3 minutes. Those with protected hearing are immune.
Statistics: Affliction (Will; Disadvantage, Will-2(magic), +9%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; Sorcery, -15%) [25]
Notes: Each level increases the Will reduction by -2. Level 3 is an appropriate maximum, but level 4 has a small extra bit of efficiency.

Electro Ball

This does more damage to an opponent that one is faster than. This might be:
Burning Attack 7d+2(Accessibility, difference of target's speed is greater than 4, -20%; Surging, Arcing, +100%; Sorcery, -15%)[63]
Burning Attack 6d(Accessibility, difference of target's speed is greater than 3, -15%; Surging, Arcing, +100%; Sorcery, -15%)[51]
Burning Attack 4d(Accessibility, difference of target's speed is greater than 2, -10%; Surging, Arcing, +100%; Sorcery, -15%)[35] 
Burning Attack 3d(Accessibility, difference of target's speed is greater than 1, -5%; Surging, Arcing, +100%; Sorcery, -15%)[27] 
Burning Attack 2d( Surging, Arcing, +100%; Sorcery, -15%)[19]  
The most expensive ability is 63 points, and the rest are 51, 35, 27, and 19, or divided by 5 and rounded up, 11, 7, 6, and 4. This ability costs 91 points altogether.

Electro Ball

Keywords: Missile, Obvious
Full Cost: 91 points.
Casting Roll: Use Innate Attack
Range: 100 yards
Duration: Instantaneous.
The "caster" launches a ball at a target that does progressively more damage the greater the difference of the caster's speed to the target's speed. This can do between 7d+2 burning damage for a difference of 4 or greater, or 2d damage for a difference of less than 1.
Statistics: See above
Notes: AA mechanics are already built into the pricing, so as an AA spell in sorcery, this is actually 41 points, not 19.

Flash Cannon

Shoots a beam of concentrated light at an opponent, with a chance of lowering special defense. In GURPS, a pretty vanilla innate attack with a side effect.

Flash Cannon

Keywords: Leveled, Missile, Obvious
Full Cost: 7.25 points/level.
Casting Roll: Use Innate Attack
Range: 100 yards
Duration: 1 minute.
The "caster" shoots concentrated light at the opponent. The opponent rolls against HT, with a -1 penalty for every 2HP lost. A failure induces Will-2 for 1 minute.
Statistics: Burning Attack 1 (Increased 1/2d, +15%; Reduced Duration, 1/10, -10%; Side Effect, Will-1, +55%; Sorcery, -15%)[8]
Notes: 4 levels is an appropriate maximum. Each level does an additional 1d of damage.

Discharge

Almost a strong version of thundershock, but as an emanation instead of a missile.

Discharge

Keywords: Area(Leveled), Obvious

Full Cost: 85 points for the first level. 10 points/level thereafter.
Casting Roll: None.
Range: 2 yards * level radius.
Duration: Instant
The "caster" creates an electrical discharge, injuring everyone around it within radius. This does 4d burning damage to everyone it hits.
Statistics: Burning Attack 4 (Area Effect, 2 yards, +50%; Emanation, -20%; Surge, Arcing, +100%; Sorcery, -15%; Symptom, Paralysis, At 1/2 HP, +300%) [85]

Lock-On

Next move is guaranteed to hit. This is just an application of Evaluate or Aim.

Magnet Rise

The target is not touching the ground, important because in Pokemon a lot of attacks have an environmental "must touch ground" limitation.

Magnet Rise

Keywords: Buff, Leveled
Full Cost: 26 points/level.
Casting Roll: Use Innate Attack
Range: 100 yards
Duration: 3 minutes.
The "caster" levitates the target, making them not touch the ground. This effectively gives them the walk on air advantage with the limitation of a 5 foot ceiling and planetary.
Statistics: Affliction 1(Will; Based on Will, +20%; Increased 1/2d, +15%; Advantage, Walk on Air (Maximum Height, 5 yards, Planetary, Magical), +120%; No Signature, +20%; Sorcery, -15%)[26]
Notes: additional levels just increase the affliction level, giving a bonus to afflicting the ability.

Zap Cannon

A really powerful, very innacurate attack.

Zap Cannon

Keywords: Leveled, Obvious

Full Cost: 24.25 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" shoots a blast of electricity, that she cannot aim. The attack is otherwise very strong.
Statistics: Burning Attack 1 (Increased 1/2D, +15%; Inaccurate 3, -15%; Surge, Arcing, +100%; Sorcery, -15%; Symptom, Paralysis, At 1/2 HP, +300%) [25]
Notes: Maximum level of 6 is appropriate, but the ability is most efficient at multiples of 8. Each level increases damage by 1d.

Other Thoughts

Even though I did Pikachu's abilities way earlier, this required a lot of work because I was still only doing red and blue version moves. A lot of these have overlap with pikachu's moves from later generations though. Also, the first machine-like and steel type pokemon too, so a lot of those types of moves. A pretty big post, right?

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