Wednesday, November 30, 2016

Powers: (Inspired by) Seel

Pretty good abdominals. 
Water, again, but sometimes ice.

Hydration

Heals afflictions in the rain.
Healing (Afflictions Only, -30%; Cosmic, No Die Roll Required, +100%; Environmental, Rain Only, -20%; Self Only, +0%; Reduced FP Cost, -2FP, +40%; Reflexive, +40%;)[69]
 This lets you heal up to +50% worth of afflictions at level 1 every turn in the rain for free. For each additional 12 points, you can "level" this ability to heal an additional +50% worth of afflictions each turn in the rain. To save a few points, you might want to throw the capped limitation on the ability too. Technically, nothing stops you from spending more FP to heal worse afflictions.

Thick Fat

Passive defense against Fire and Ice.
Damage Resistance 1 (Fire and Ice only, -20%)[4]
More utilitarian, consider levels of temperature tolerance as well.

Ice Body

Recover HP when in a snow storm.
Regeneration (Very Fast; Environment, Snowstorm, -30%)[70]
This is 1 HP a turn if there is a snow storm.

Icy Wind

An attack that hits a lot of enemies in front of you and slows them down too.


Icy Wind


Keywords: Missile, Leveled, Obvious

Full Cost: 41 points/level.
Casting Roll: None, use innate attack.
Range: 10 yards long, 5 yard wide cone.
Duration: 10 minutes
The "caster" creates a cold wind, that chills the opponent and slows them down. If this does damage to an opponent they roll against HT, -1 per each 2 FP of damage. if they fail, they have move reduced by 4 for 10 minutes. Each level does 1d additional fatigue damage. This is a contact agent, so DR does not protect.
Statistics: Fatigue Attack 1d(Cone, 5 yards, +100%; Contact Agent, +150%; Feature, Fixed Duration, 10 minutes, +0%; Hazard, Freezing, +20%; Increased 1/2d, +15%; Reduced Range, 10 yards, -30%; Side Effect, Basic Move-4, +70%; Sorcery, -15%)[41]

Notes: Appropriate maximum is 3d-1, or 111 points.

Ice Shard

Do damage... at a high priority. Priority changing is an alien concept in GURPS, so let's do something unique with a delay trigger.


Ice Shard


Keywords: Missile, Leveled, Obvious

Full Cost: 22.8 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Until hurt.
The "caster" launches a projectile like ice but it takes a while to manifest. When it hits the target, roll a contest of will. If successful, the target will take the damage, DR not protecting, the next time the caster takes damage. An obviously ghostly icicle is sticking out of wherever the attack landed reminding the target to not let damage befall the caster. The opponent may melt the apparition by persisting in above freezing temperatures for an hour, at which point the icicle will have melted.
Statistics: Impaling Attack 1d(Delay, Trigger, When the caster is next injured, +50%; Malediction 2, +150%; Sorcery, -15%)[41]

Notes: Appropriate maximum is 2d.

Aqua Ring

Basically, water themed very fast regeneration.

Aqua Ring

Keywords: Buff, Obvious

Full Cost: 100 points.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 3 minutes.
The "caster" sheathes the target in soothing healing waters. The target feels slightly damp as if submerged in water, and regains 1 HP per second for three minutes.
Statistics: Affliction 1(HT; Advantage, Magical Very Fast Regeneration, +900%; Fixed Duration, 3 minutes, +0%; Increased 1/2d, +15%; Sorcery, -15%)[100]


Aurora Beam

An ice attack that lowers attack, which I interpret as ST.

Aurora Beam


Keywords: Missile, Leveled, Obvious

Full Cost: 7.5 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 10 minutes.
The "caster" releases a dazzling and cold light, that injures and lowers the target's ST by 2 for 3 minutes. When hit, the opponent rolls against HT, minus 1 for each 2HP of injury dealt.
Statistics: Burning Attack 1d(Fixed Duration, 10 minutes, +0%; Increased 1/2d, +15%; Missing Damage Effect, No Incendiary, -10%; Side Effect, ST-2, +60%; Sorcery, -15%)[8]

Notes: Appropriate maximum is 3d+1, or 25 points.

Aqua Jet

A jet... of water. has a high priority like Ice Shard, but I guess it would be crushing instead.

Aqua Jet


Keywords: Missile, Leveled, Obvious

Full Cost: 14.25 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Until hurt.
The "caster" launches a projectile like water but it takes a while to manifest. When it hits the target, roll a contest of will. If successful, the target will take the damage, DR not protecting, the next time the caster takes damage. An obviously ghostly veil of water is wrapped around wherever the attack landed reminding the target to not let damage befall the caster. The opponent may evaporate the apparition by persisting in warm temperatures for an hour, at which point the water will have evaporated.
Statistics: Crushing Attack 1d(Delay, Trigger, When the caster is next injured, +50%; Malediction 2, +150%; Sorcery, -15%)[15]

Notes: Appropriate maximum is 2d.

Dive

This is a strong attack that occurs over the course of two turns. Instead, I'd like to think of this as the combination of Pressure Support and Doesn't Breathe (appropriately limited, in this case, maybe high lung capacity) advantages instead of an attack. Additionally, this might allow for the Amphibious advantage (in this case) or the Aquatic disadvantage (in other cases.)

Ice Beam

A very strong attack that can paralyze.

Ice Beam


Keywords: Missile, Leveled, Obvious

Full Cost: 32 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 10 minutes.
The "caster" releases a miserably frigid beam of light that injures and may paralyze. When hit, the opponent rolls against HT, minus 1 for each 2HP of injury dealt, or is frozen solid for 10 minutes.
Statistics: Fatigue Attack 1d(Fixed Duration, 10 minutes, +0%; Hazard, Cold, +20%; Increased 1/2d, +15%; Side Effect, Paralysis, +200%; Sorcery, -15%)[32]

Notes: Appropriate maximum is 4d+2 or 148 points.

Safeguard

Makes a target immune to afflictions.

Safeguard

Keywords: Area (leveled), Buff, Obvious

Full Cost: 41 points for level 1. 5 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 2 yard radius at level 1, doubles each level.
Duration: 3 minutes.
The "caster" protects herself and all friends within range by granting them immunity from metabolic hazards for 3 minutes.
Statistics: Affliction 1(HT; Advantage, Magic Immunity to Metabolic Hazards, +270%; Area Effect, 2 yards, +50%; Emanation, -20%; Fixed Duration, 3 minutes, +0%; Selective Area, +20%; Sorcery, -15%)[41]

Hail

Creates a hailstorm.

Hail

Keywords: Area (special)

Full Cost: 127.5 points for level 1. 5.25 points/level thereafter.
Casting Roll: IQ.
Range: Around the caster.
Duration: Indefinite.
The "caster" creates a hailstorm around himself, for better or for worse. The first level creates a hail storm 10 yards in diameter, and each additional level expands the diameter by an additional yard.
Statistics: Control Hail 10 (Sorcery, ‑15%) [128].
Notes:  More levels are Control Hail (Only increases area of effect, ‑50%; Sorcery, ‑15%) [6/level].

Other Thoughts and Conclusion

A lot of unique abilities this time. This is the first ice pokemon that I have come across, so that's to be expected. Fatigue attacks are devastating in GURPS, so a lot of these moves are pretty expensive. I consider Hail to be a subcategory of "weather." So that explains the pricing there.

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