Saturday, December 3, 2016

Powers: (Inspired by) Gastly

The Japanese name is "Ghost."
The only ghost types in the first generation. They could have been fairly powerful, but since they are all half poison, and the only real "attack" was pretty weak, they became kinda worthless.

Levitate

This is either the Walk on Air advantage, or Flight strongly limited by a ceiling.

Lick

This does low damage and might paralyze an opponent. This is probably best statted as a natural weapon.
Natural Weapon (Cannot Parry, -40%; Extra Reach, C,1, +50%; Flexible, Whip-like, +30%; Hidden, +20%; Swing-Only, +20%)[9]
This does swing crushing damage and works at range C or 1, having all the advantages of a whip, and the ability to hide it (by closing one's mouth) so it can't be attacked except when being actively used.

Added to this is a follow up:
Affliction 1(HT; Fixed Duration, 3 Minutes, +0%; Follow-Up, +0%; Incapacitation, Paralysis, +150%; Resistible, HT-0, -30%)[22]
If the lick does any damage the target rolls HT, and on a failure is paralyzed for 3 minutes.

Spite

This attacks an opponent's PP, or in GURPS FP or Energy Reserve. This is probably a fatigue attack with a cosmic modifier to also attack Energy Reserve... which is probably a little more rare in a Sorcery game.


Spite


Keywords: Leveled, Missile

Full Cost: 30.5 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Instant
The "caster" launches negative feelings at the target, lowering their capacity to continue fighting. If hit, the target rolls a quick contest of wills, failure meaning losing fatigue. This ability especially has the ability to attack energy reserve, and will wipe it out first.
Statistics: Fatigue Attack 1d (Cosmic, Can attack Energy Reserve, +50%; Malediction 2, +150%; No Signature, +20%;  Sorcery, -15%)[31]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 1d.

Curse

This attack was already statted earlier, but for a Ghost type it is different. I am just going to assume they are two different moves. I guess if you want, you can use the stats for both abilities and set them as AAs for each other, but one of the two will (likely) never be used by you. Oh well, for a ghost, this takes away 50% of your HP, and then puts a cyclic attack on an opponent.
Toxic Attack 1d-1(Costs HP, 5, -50%; Cyclic, 1 second, 10 cycles, +900%; Feature, Dice Adds to straight HP, 2 HP, +0%; Malediction 2, +150%; No Signature, +20%;  Sorcery, -15%)[31]
30.94 points to be exact, but rounded to 31. This attack requires sacrificing 5 HP. Roll a contest of wills, if the target fails, they will lose 2 HP a second for 10 seconds.

Night Shade

This is like Sonic Boom, but instead of being limited to a low amount of damage, every x character points accrued by the holder of this move gives permission to raise damage by 1. For lack of a holistic view of the system, I'll say x=50, so for example, a character with 350 character points would be allowed to buy this ability to a constant 7 HP of damage.

Shadow Ball

Nearly standard missile, with a follow-up that might lower "defensive Will."

Shadow Ball


Keywords: Leveled, Missile, Obvious

Full Cost: 10 points for level 1. 4 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 3 minutes
The "caster" launches a shadowy blob at the opponent. If it hits, they roll against HT. Failure means they suffer -1 to will when defending in quick contests for the next 3 minutes.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%;  Sorcery, -15%)[4] +
Affliction 1(HT; Disadvantage, Magical Defensive Will-1, +3%; Follow-Up, +0%; Magical, -10%; Resistable, HT-0, -30%)[6]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 4d.

Dream Eater

This recovers the user by eating the dreams of the target.

Dream Eater


Keywords: Leveled
Full Cost: 35 points for level 1. 5.6 points/level thereafter.
Casting Roll: None
Range: Touch.
Duration: Indefinite
The "caster" touches a sleeping target, and begins eating their dreams. Every second you touch them, they lose 1 FP and you gain 1 FP per level of this advantage. The ability ends when you break contact. No Signature keeps from awaking the victim, and the missed sleep hazard means the victim needs to sleep to extra hours to recover the FP.
Statistics: Leech 1(Accessibility, Sleeping Targets only, -20%; Accelerated Healing, +25%; Hazard, Missed Sleep, +50%; No Signature, +20%; Only Heals FP, -20%; Sorcery, -15%)[35]
Notes: each level adds 1 FP of absorption. 18 levels is a good maximum. Once you have accrued four levels, feel free to toggle the dice-adds feature to turn flat damage into dice of damage.

Dark Pulse

Another pretty standard missile, with a chance of stunning the target.

Dark Pulse


Keywords: Leveled, Missile, Obvious

Full Cost: 10 points for level 1. 4 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 3 minutes
The "caster" launches a terrifying aura infused with dark thoughts. If it hits, the target rolls against HT, or is stunned.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%;  Sorcery, -15%)[4] +
Affliction 1(HT; Follow-Up, +0%; Magical, -10%; Resistable, HT-0, -30%)[6]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 4d.

Destiny Bond

This makes a target faint if the user faints. In GURPS, that is going unconscious.

Destiny Bond


Keywords: Leveled, Missile

Full Cost: 12.2 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Indefinitely
The "caster" curses the destiny of the target. If the caster comes to any harm that causes him to faint or die, the damage instantly befalls the target. This trigger can be removed if the caster willingly voluntarily goes to sleep.
Statistics: Toxic Attack 1d (Delay, Trigger, When I lose consciousness involuntarily, +50%; Malediction 2, +150%; No Signature, +20%;  Sorcery, -15%)[13]
Notes: each level adds 1d of damage to the attack. Appropriate max level varies by Caster's HP, and may be as high as HP/3.5. Someone with 14 HP for example may raise this to 4 levels.


Nightmare

An attack that once started, continues doing a large amount of damage unless the target awakens. This can, of course only be used on a sleeping opponent.

Nightmare


Keywords: Leveled
Full Cost: 40.8 points/level.
Casting Roll: None
Range: Touch.
Duration: 10 seconds.
The "caster" touches a sleeping target, and begins inflicting terrible nightmares on them from which they cannot awaken themselves. While they are asleep, this attack does 1d (per level) damage a second for 10 seconds.
Statistics: Toxic Attack 1d(Accessibility, Sleeping Targets Only, -40%; Cyclic, 1 second, 10 cycles, +900%; Malediction 1, +100%; Melee, Reach C, -30%; No Signature, +20%;  Sorcery, -15%; Terminal Condition, Waking Up, Hard to Do without help, -15%)[41]
Notes: Additional levels add more damage, but one is seriously dangerous already.

Other Thoughts and Conclusion

That took a long time, but some of those were pretty interesting actually. I even had a few interesting tangent discussions in the discord. So that's fine. This is the first ghost pokemon in the series, so of course that means it has less overlap with abilities that already exist.

No comments:

Post a Comment

Related Posts Plugin for WordPress, Blogger...