Friday, December 2, 2016

Powers: (Inspired by) Shellder

This guy, amirite?
Well, Cloyster might be ok... but I never used it.

Shell Armor

This prevents someone from receiving a critical hit. Consider any level of luck with the modifier "Opponent Critical Hits only, -30%"

Skill Link

This is a mechanic that has no really good parallel in GURPS again - it guarantees that attacks that hit more than once will all hit. Consider maybe calling this a 5 point unusual background that allows the privilege of adjusting rate of fire and recoil on any advantages, or maybe a 10 point version for the privilege of attaching no die roll required for any attacks that have the Rapid Fire Enhancement.

Overcoat

This protects from the weather. Consider the Weather Dome spell in Warning and Protection Spells.

Icicle Spear

A weak attack that can hit repeatedly.


Icicle Spear


Keywords: Missile, Obvious

Full Cost: 13.6 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Instant
The "caster" launches icicles in quick succession. This attack has a Rate of Fire of 5. Each level increases impaling damage by 1d.
Statistics: Impaling Attack 1d (Increased 1/2d, +15%; Rapid Fire, RoF 5, +70%  Sorcery, -15%)[14]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 1d+1, or 18 points. Also, the RoF can be upped to 7 for no mechanical change in price. Remember the RoF skill bonus as well.

Protect

Protects a user from all damage for a turn, but can't be used in rapid succession. How about:
Damage Resistance 1 (Costs FP, 1, -5%; Maximum Duration, 1 second, -75%; Reflexive, +40%)[3/level]
Probably need several levels. This will let you block 1 turn worth of attacks every 5 minutes. Seems pretty expensive though.

Clamp

This is textbook Engulfing Constriction.

Razor Shell

An attack that might lower defense. Let's give it an armor divisor to be more unique.

Razor Shell


Keywords: Missile, Obvious

Full Cost: 10.5 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Instant
The "caster" launches a razor sharp shell at the opponent. This has an armor divisor of 2.
Statistics: Cutting Attack 1d (Armor Divisor Increased 1/2d, +15%; Sorcery, -15%)[11]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 4d-1, or 39 points.

Whirlpool

This does follow up damage to an opponent after trapping them.

Whirlpool


Keywords: Leveled, Obvious

Full Cost: 4.7 points/level.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: Instant
The "caster" causes a vortex to surround a target, entrapping them. This can only be used against someone in water. This behaves as a constricting, suffocating binding with ST equal to level.
Statistics: Binding 1(Constricting, +75%; Environmental, water, -40%; Suffocating, +75%; Unbreakable, +40%; Sorcery, -15%)[14]
Notes: for a more magical version, take off Environmental (I can make water appear anywhere) For a small discount take off Suffocating with the assumption that most things will drown underwater. This is meant to do even more fatigue damage more quickly.

Iron Defense

This is Withdraw with a different name.

Shell Smash

This lowers defense to increase offense.
Striking ST 1 (Temporary Disadvantage, DR-1, -5%)[4.75/level]
Will(Offensive use only, -40%; Temporary Disadvantage, Defensive Will-1, -2%)[2.4/level]

The problem here, is that the  limitation doubles with level. At level 1, is is worth -.26 points/level, at level 2 it is worth -.52 points/level... so for example:

  • Level 1 costs 8 points
  • Level 2 is 15 points
  • Level 3 is 22 points.
  • etc.
The easy formula is that this advantage equals, where l is the level 8l -.26l*l. Look at the chart if you hate (or love) math.

Other Thoughts and Conclusion

A graph! Hooray! Isn't that nice! Also, two ice pokemon in a relatively short period of time... though, I guess that means they will keep getting progressively easier.

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