Bug bug bug. |
Compound Eyes
This raises accuracy. I guess, the way I think that would make sense is a talent that focuses on combat skills. I think another way to do it would be a perk to learn Blind Fighting. I think the easiest is to call it enhanced vision.
Acute Vision[2/level]Get yourself a bunch of levels, why not?
Tinted Lens
Powers up "not very effective" moves. Geeze. This is an affliction aura for the negated Injury Tolerance advantage, specifically Injury Tolerance (Damage Reduction)
Affliction 1(HT; Aura,+80%; Fixed Duration, 3 Minutes, +0%; Negated Advantage, Injury Tolerance (Damage Reduction) +50%)[23]This doesn't actually remove injury tolerance until after one blow is struck, at which point, the Damage Reduction is removed for 3 minutes.
Foresight
This does two things originally, this removes any effects to evasion and makes attacking ghosts possible. I'm going to turn the ghostly weapon imbuement into a sorcery.
Foresight
Keywords: Buff
Full Cost: 34 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: Three minutes
The "caster" gives the target the ability to see ghosts. All attacks affect insubstantial for 3 minutes.
Statistics: Affliction 1 (HT; Advantage, Ghostly Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%)) [34]
Signal Beam
This is a slightly stronger version of Psybeam, but it does bug type damage.
Zen Headbutt
This is the Headbutt technique in GURPS, plus a follow-up stun affliction
Headbutt (Brawling)[2]
Affliction 1(Follow-Up, Headbutt, +0%; Psionic, -10%)[9]It has a psychic tag, so I put a psionic modifier on it, but choose whatever, or take it off for a whopping extra point!
Psychic
A very strong attack that can lower special defense.
Psychic
Keywords: Missile, Leveled
Full Cost: 11.8 points/level
Casting Roll: none, use innate attack.
Range: 100 yards
Duration: Until damage is healed
The "caster" attacks the mind of the target directly. The target resists with a quick contest of will, failure means the target takes 1d of damage per level of this advantage. If they have any magic resistance, and this attack cumulatively does at least 1/3 their max HP, their magic resistance is lowered by 5.
Statistics: Toxic Attack 1 (Malediction 2, +150%; Sorcery, -15%; Symptom, 1/3 HP Threshold, Disadvantage, Reduced Magic Resistance 5, +30%) [12]
Notes: A level of 4 is recommended for the power level in the game, but 5 is a more efficient number because the cost divides evenly at 5.
Statistics: Toxic Attack 1 (Malediction 2, +150%; Sorcery, -15%; Symptom, 1/3 HP Threshold, Disadvantage, Reduced Magic Resistance 5, +30%) [12]
Notes: A level of 4 is recommended for the power level in the game, but 5 is a more efficient number because the cost divides evenly at 5.
Other Thoughts and Conclusion
Pretty simple attacks all around, but the support abilities were curve balls. I don't even particularly like them though. Foresight seems the most straightforwardly useful, though Zen Headbutt could work for a wrestler, and Psychic's resistance inhibiting effect is pretty useful too.
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