You get me pretty late, and I don't evolve... until the next game. |
Weak Armor
Gain speed and lose DR as one takes damage. This could be seen as a clue that the holder has ablative or semi-ablative armor, and then they might have this trait.
Basic Speed +1.00 (Trigger, When DR decreases, -20%)[16]Take up to six levels if you like, though each level is progressively cheaper by one point. Each buff lasts for a minute, or until the DR is restored.
Bind
Textbook constriction.
Rock Tomb
This hurts a target, and potentially lowers an opponent's speed... by shaping the earth. Let's play up that angle some more.
Rock Tomb
Keywords: Area(Leveled, Special), Leveled
Full Cost: 33 points/level.
Casting Roll: None, use Throwing to aim.
Range: 100 yards
Duration: 10 seconds
The "caster" reshapes the earth around a target causing many various effects as per the Control Earth advantage. This lasts for 10 seconds in an area determined by the level of the advantage.
Statistics: Control Earth 1 (Persistent, 10 seconds, +40%; Ranged, +40%; Sorcery, -15%) [33]
Notes: Up to 5 levels feels appropriate.
Dragon Breath
A standard cone attack that might paralyze an opponent.
Keywords: Area(Leveled, Special), Leveled
Full Cost: 33 points/level.
Casting Roll: None, use Throwing to aim.
Range: 100 yards
Duration: 10 seconds
The "caster" reshapes the earth around a target causing many various effects as per the Control Earth advantage. This lasts for 10 seconds in an area determined by the level of the advantage.
The "caster" reshapes the earth around a target causing many various effects as per the Control Earth advantage. This lasts for 10 seconds in an area determined by the level of the advantage.
Statistics: Control Earth 1 (Persistent, 10 seconds, +40%; Ranged, +40%; Sorcery, -15%) [33]
Notes: Up to 5 levels feels appropriate.
Notes: Up to 5 levels feels appropriate.
Dragon Breath
A standard cone attack that might paralyze an opponent.
Dragon Breath
Keywords: Leveled, Missile Obvious
Full Cost: 18.5 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 10 yards
Duration: 10 minutes
The "caster" breathes out a cone which may paralyze an opponent. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail are paralyzed for 10 minutes.
Statistics: Burning Attack 1 (Cone, 5 yards wide, +100%; Feature, Fixed Duration, 10 minutes, +0%; Increased 1/2D, +15%; Reduced Range, 10 yards, -30%; Side Effect, Paralysis, +200%; Sorcery, -15%) [19]
Notes: To emulate approximated game efficacy, 3d is a good maximum.
Rock Slide
Standard missile attack that can cause stunning. The mechanics hit multiple opponents though, so a cone feels appropriate again.
Keywords: Leveled, Missile Obvious
Full Cost: 18.5 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 10 yards
Duration: 10 minutes
The "caster" breathes out a cone which may paralyze an opponent. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail are paralyzed for 10 minutes.
The "caster" breathes out a cone which may paralyze an opponent. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail are paralyzed for 10 minutes.
Statistics: Burning Attack 1 (Cone, 5 yards wide, +100%; Feature, Fixed Duration, 10 minutes, +0%; Increased 1/2D, +15%; Reduced Range, 10 yards, -30%; Side Effect, Paralysis, +200%; Sorcery, -15%) [19]
Notes: To emulate approximated game efficacy, 3d is a good maximum.
Notes: To emulate approximated game efficacy, 3d is a good maximum.
Rock Slide
Standard missile attack that can cause stunning. The mechanics hit multiple opponents though, so a cone feels appropriate again.
Rock Slide
Keywords: Leveled, Missile Obvious
Full Cost: 11 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 10 yards
Duration: Instant
The "caster" throws large amounts of boulders. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail, are stunned.
Statistics: Crushing Attack 1 (Cone, 5 yards wide, +100%; Increased 1/2D, +15%; Reduced Range, 10 yards, -30%; Side Effect, Stunning, +50%; Sorcery, -15%) [11]
Notes: To emulate approximated game efficacy, 4d-1, or 41 points, is a good maximum.
Iron Tail
This lowers defense when used in the Pokemon games, but to me, I thing Armor piercing makes more sense in GURPS. I'll stat this as a natural weapon.
Iron Tail: Crushing Natural Weapon(Armor Divisor (2), +50%; Extra Reach, C-2, Adjustable, +100%; Heavy 2, +20%; Resilient 2, +20%; Swing Capable, Switchable, +30%; Unbalanced, -30%)[15]
This does Sw(2) Cr or Thr(2) Cr damage. It can parry, but is unbalanced, and it has a range of c-2. It is very hard to break, and potentially stressful to parry.
Other Thoughts and Conclusion
Meh, never used him because there are so many other pokemon that can do his job, that are easier to find, and are strong enough. Looks like they added some interesting moves later on though. More interestingly though in GURPS is how does fighting a 28 foot, 500 lb snake go?
Keywords: Leveled, Missile Obvious
Full Cost: 11 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 10 yards
Duration: Instant
The "caster" throws large amounts of boulders. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail, are stunned.
The "caster" throws large amounts of boulders. When an opponent takes damage, they roll against HT, -1 for every 2 HP of damage dealt, and if they fail, are stunned.
Statistics: Crushing Attack 1 (Cone, 5 yards wide, +100%; Increased 1/2D, +15%; Reduced Range, 10 yards, -30%; Side Effect, Stunning, +50%; Sorcery, -15%) [11]
Notes: To emulate approximated game efficacy, 4d-1, or 41 points, is a good maximum.
Notes: To emulate approximated game efficacy, 4d-1, or 41 points, is a good maximum.
Iron Tail
This lowers defense when used in the Pokemon games, but to me, I thing Armor piercing makes more sense in GURPS. I'll stat this as a natural weapon.
Iron Tail: Crushing Natural Weapon(Armor Divisor (2), +50%; Extra Reach, C-2, Adjustable, +100%; Heavy 2, +20%; Resilient 2, +20%; Swing Capable, Switchable, +30%; Unbalanced, -30%)[15]
This does Sw(2) Cr or Thr(2) Cr damage. It can parry, but is unbalanced, and it has a range of c-2. It is very hard to break, and potentially stressful to parry.
Other Thoughts and Conclusion
Meh, never used him because there are so many other pokemon that can do his job, that are easier to find, and are strong enough. Looks like they added some interesting moves later on though. More interestingly though in GURPS is how does fighting a 28 foot, 500 lb snake go?
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