Monday, November 7, 2016

Powers: (Inspired by) Mankey

A head with arms and legs.
The first fighting pokemon in numerical order, and a decent, but not top tier one, let's see what we can do.

Anger Point

If the pokemon with this ability is struck with a critical hit, his attack reaches maximum buff. The easiest way to represent this, assuming being struck by a critical hit is similar in gravity to Emergencies only.
Striking ST 8 (Activates After Being Struck By a Critical Hit, -40%)[12]

Vital Spirit

A character with this ability is immune to sleep afflictions. This is different from Doesn't Sleep I presume. It means someone can't force the character to sleep. This might be
Immunity To Sleep (Specific Condition)[5]

Defiant

Someone with this ability gains Striking ST if any debuffs are acquired.
Affliction(Advantage, Striking ST +1, +50%; Cumulative, +400%; Fixed Duration, 3 minutes, +0%; Malediction, +100%; Melee, Reach C, -30%; Reflex, Only on Debuff Afflictions, +10%)[63]
Every time the holder is debuffed, her Striking ST is raised by 1 cumulatively. This lasts for 3 minutes.

Covet

This attacks and steals an item from a target. This is a simple application of taking an item away using grappling mechanics.

Low Kick

This is a weird ability that does more damage to heavier opponents. I think a more appropriate application might be a combination of the Kicking (Favorite Unarmed Style) technique (3 points) and a targeted attack technique TA (Favorite Unarmed Style, Kick/Leg) Defaults to -5, Cannot Exceed -2, and TA (Favorite Unarmed Style, Kick/Foot) Defaults to -4, cannot exceed -2. That's [3+4+3] = 10 points altogether to be very good at hitting low.

Karate Chop

This is an unarmed attack with a high chance of a critical hit. This is mostly
Ridiculous Luck (Active, -40%; Combat Aspect, -20%; Offensive Only, -20%; One Skill, Favorite Unarmed Skill, -20%)[12]
Every ten minutes, you can declare you would like to use luck on your next use of Favorite Unarmed Skill. You can roll 3 times and choose your favorite.
Additionally, this is justification for the exotic hand strike technique in Martial Arts, p.71

Seismic Toss

An application of a Judo Throw. A Piledriver or Sacrificial Throw may also be appropriate.

Swagger

This is a taunt to put a foe into a berserk state.


Swagger

Keywords: LeveledObvious
Full Cost: 25.3 points/level.
Casting Roll: Use Innate Attack to aim.
Range: 100 yards.
Duration: 3 minutes
The "caster" enrages the target with taunts. They are Berserk for three minutes if they fail a contest of wills.
Statistics: Affliction 1(Will; Disadvantage, Irresistible Magic Berserk, +18%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%; Sorcery, -15%)[26]

Cross Chop

This is Karate Chop, but twice as strong. Add
Striking ST 20 (Only during a "karate chop", -80%)[20]

Thrash

A very strong melee attack for three seconds. The user is then confused. This is:
Striking ST 4 (Aftermath, Daze, -25%; Backlash Uncontrollable Berserk, -20%, Magic, -10%)[9]

Thrash

Keywords: Leveled
Full Cost: 31 points for level 1. 9 points/level thereafter.
Casting Roll: Use Innate Attack to aim.
Range: 100 yards.
Duration: 3 seconds
The "caster" invigorates the target, making them more powerful but irrational, after which they go into a daze. Each level grants +4 Striking ST.
Statistics: Affliction 1(Will; Advantage, Thrash Buff, +90%; Fixed Duration, 3 seconds, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35% Sorcery, -15%)[31]
Notes: Level 5 might be an appropriate maximum.

Punishment

This does more damage to an enemy with more buffs. This might be:
Crushing Attack 1 (Accessibility, Foe has at least 1 "buff", -10%; Follow-Up, Favorite Unarmed Attack +0%; Sorcery, -15%)[3.75]
Crushing Attack 2  (Accessibility, Foe has at least 2 "buffs", -20%; Follow-Up, Favorite Unarmed Attack +0%; Sorcery, -15%)[6.5]
...
Crushing Attack 7  (Accessibility, Foe has at least 7 "buffs", -70%; Follow-Up, Favorite Unarmed Attack +0%; Sorcery, -15%)[7]
 Finding the most expensive move in that list, and adding 1/5 of each of the costs of all the others, I get a cost of 17.35, rounding up to 18.

Punishment

Keywords: Obvious
Full Cost: 18 points.
Casting Roll: None.
Range: Unarmed Attack range.
Duration: Immediate
The "caster" penalizes the foe who protects himself with several buffs. The attack does 1d damage extra after a successful use of the caster's unarmed attack for each buff currently on the target.
Statistics: See Above.
Notes: This ability already uses several Alternate Abilities in a meta-trait. Mechanically, to use this as a sorcery, the cost to pay is not 1/5 of 18, but 11 which is 1/5 of all the abilities used to sum this ability up.

Close Combat

An immensely powerful attack that lowers defense and special defense of the user after every use. In GURPS, the easiest analogue to this concept is the All-Out Attack, which is available to everyone.

Final Gambit

An attack that reduces a pokemon's HP to 0, and then subtracts the same amount from an opponent.
This might be best represented as an ability that can be bought in levels.
Crushing Attack 4(Accessibility, Must have more than 14 HP, -30%; Costs 14 HP, -140%; Cosmic, Irresistible, Ignores Active Defenses, +600%; Feature Flat Damage, +0%; Sorcery, -15%) [103]
 Level 2 might be:
Crushing Attack 8(Accessibility, Must have more than 28 HP, -60%; Costs 28 HP, -280%; Cosmic, Irresistible, Ignores Active Defenses, +600%; Feature Flat Damage, +0%; Sorcery, -15%) [144]
Level 3 might be:
 Crushing Attack 12(Accessibility, Must have more than 42 HP, -90%; Costs 42 HP, -420%; Cosmic, Irresistible, Ignores Active Defenses, +600%; Feature Flat Damage, +0%; Sorcery, -15%) [105]
If we want to extrapolate that further, each level from 1 HP to 14 HP costs 8 character points, 11 for the next 14 each, and 8 for the next 14. This is 378 points altogether, but the most expensive ability in the list is 11 points, leaving a balance of 378-11 = 367. 1/5 of that is 74, giving a total of 85 points.

Final Gambit

Keywords: Obvious
Full Cost: 85 points.
Casting Roll: None.
Range: Unarmed Attack range.
Duration: Immediate
The "caster" takes the opponent down with herself. She does damage equal to her remaining HP to both herself and the target she is touching.
Statistics: See above.
Notes: This ability already uses several Alternate Abilities in a meta-trait. Mechanically, to use this as a sorcery, the cost to pay is not 1/5 of 85, but 76 which is 1/5 of all the abilities used to sum this ability up. This ability technically maxes out at 42 HP... if you have more than this somehow, you actually only do 42 HP of damage to yourself and to your opponent.

Other Thoughts and Conclusions

Attacks that scale according to unusual properties are kinda weird in GURPS, but oh well. Final Gambit could be statted as a leveled advantage, but it would have a very weird pricing schedule, but go ahead and knock yourself out if you are interested. I think martial based characters have a really big disadvantage against other characters that use mostly innate attacks and the like, but that could be fixed with some Striking ST, right?

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