It always made me think fishing bobber. |
Soundproof
Immunity to sound based attacks... literally the Protected Hearing advantage.
Aftermath
A retaliatory attack that occurs on fainting
Crushing Attack 1 (Emanation, -20%; Explosion 1, +50%; Reflexive, +40%; Trigger, Fainting from an attack, Dangerous, -30%)[7/Level]Take a few more levels if you like to increase damage further, probably 3d is a good max.
Charge
This increases special defense while making the next electric attack stronger. If we combine the setting switch that evaluate can increase will for a quick contest with the following, we get close to this ability:
Will(Defensive only, -40%; Trigger, using an Evaluate in combat, -10%)[2.5/level]Take up to 6 levels, this gives a bonus for a minute after using.
Eerie Impulse
Lowers foe's special attack. If we define Offensive Will with magic as well as 2.5/level, -2 Offensive Will is a +5% enhancement to an affliction.
Eerie Impulse
Keywords: Area(Leveled)
Full Cost: 28 points for level 1. 5 points/level thereafter.
Casting Roll: None, use Innate Attack to aim.
Range: 2 yard radius, doubling each level
Duration: 3 minutes
The "caster" creates an unsettling vibration in the air. Everyone in range rolls a contest of will, or has "Offensive" will reduced by 2 for 3 minutes.
Statistics: Affliction 1 (Will; Area Effect, 2 Yards, +50%; Based on Will, +20%; Disadvantage, -2 Offensive Will, +5%; Malediction 1, +100%; No Signature, +20%; Sorcery, -15%) [28]
Charge Beam
An attack that increases one's special power after using it.
Keywords: Area(Leveled)
Full Cost: 28 points for level 1. 5 points/level thereafter.
Casting Roll: None, use Innate Attack to aim.
Range: 2 yard radius, doubling each level
Duration: 3 minutes
The "caster" creates an unsettling vibration in the air. Everyone in range rolls a contest of will, or has "Offensive" will reduced by 2 for 3 minutes.
The "caster" creates an unsettling vibration in the air. Everyone in range rolls a contest of will, or has "Offensive" will reduced by 2 for 3 minutes.
Statistics: Affliction 1 (Will; Area Effect, 2 Yards, +50%; Based on Will, +20%; Disadvantage, -2 Offensive Will, +5%; Malediction 1, +100%; No Signature, +20%; Sorcery, -15%) [28]
Charge Beam
An attack that increases one's special power after using it.
Charge Beam
Keywords: Leveled, Missile, Obvious
Full Cost: 58 points for level 1. 10.5 points/level thereafter.
Casting Roll: None, use Innate Attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" shoots a charged beam at an opponent doing damage, and increasing her own attack to further do additional damage in the future. Each time this ability is used, the bonus to will for the purpose of malediction attacks is further empowered by +1.
Statistics: Burning Attack 1 (Increased 1/2d, +15%; Link, Affliction below, +10%; Surge, Arcing, +100%; Sorcery, -15%) [11] Plus
Affliction 1(Accessibility, Self Only, -5%; Advantage, Offensive Will +1, +25%; Cumulative, +400%; Link, Above Attack, +10%; Melee, Reach C, -30%; Sorcery, -15%)[48]
Notes: I decided to lower the price by 1 point by making the 0.5 points of both advantage add up to 1 instead of rounding up both parts. An appropriate max damage will be 4d+2, or 97 points.
Keywords: Leveled, Missile, Obvious
Full Cost: 58 points for level 1. 10.5 points/level thereafter.
Casting Roll: None, use Innate Attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" shoots a charged beam at an opponent doing damage, and increasing her own attack to further do additional damage in the future. Each time this ability is used, the bonus to will for the purpose of malediction attacks is further empowered by +1.
The "caster" shoots a charged beam at an opponent doing damage, and increasing her own attack to further do additional damage in the future. Each time this ability is used, the bonus to will for the purpose of malediction attacks is further empowered by +1.
Statistics: Burning Attack 1 (Increased 1/2d, +15%; Link, Affliction below, +10%; Surge, Arcing, +100%; Sorcery, -15%) [11] Plus
Affliction 1(Accessibility, Self Only, -5%; Advantage, Offensive Will +1, +25%; Cumulative, +400%; Link, Above Attack, +10%; Melee, Reach C, -30%; Sorcery, -15%)[48]
Notes: I decided to lower the price by 1 point by making the 0.5 points of both advantage add up to 1 instead of rounding up both parts. An appropriate max damage will be 4d+2, or 97 points.
Affliction 1(Accessibility, Self Only, -5%; Advantage, Offensive Will +1, +25%; Cumulative, +400%; Link, Above Attack, +10%; Melee, Reach C, -30%; Sorcery, -15%)[48]
Notes: I decided to lower the price by 1 point by making the 0.5 points of both advantage add up to 1 instead of rounding up both parts. An appropriate max damage will be 4d+2, or 97 points.
Light Screen
Creates a barrier that protects against Special Attacks. We might do this with Magic Resistance with the Ranged and Wall Enhancements.
Light Screen
Creates a barrier that protects against Special Attacks. We might do this with Magic Resistance with the Ranged and Wall Enhancements.
Light Screen
Keywords: Leveled, Obvious
Full Cost: 7.9 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 100 yards
Duration: 10 seconds
The "caster" shoots a 6 yard long wall that lasts for 10 seconds. This wall affects all offensive magic except for that which benefits the caster. This acts as Magic Resistance for anyone that keeps the wall between an antagonistic caster to the original caster and themselves.
Statistics: Magic Resistance 1(Area Effect, 2 yards, +50%; Improved, +150%; Persistent, +40% Ranged, +40%; Sorcery, -15%; Wall, Permeable, Straight, +30%;) [8]
Notes: If you take ten levels, you save a point!
Mirror Coat
This is weird, and probably needs a bunch of special house ruled modifications, but so be it. If a user is attacked by a special move, this does twice the damage to the one who attacked that it did to the holder of this ability. Assuming that Cosmic+50% is a kosher way of turning an enhancement into something that can be leveled, and that DR that doesn't protect is -80%, I came up with this:
Damage Resistance 1(Accessibility, "Special Attacks" only, -20%; Cosmic, Leveled Reflect 2, +50%; Doesn't Stop Injury, -80%; Reflection 2, +200%)[12.5/level]
For every 1 point of damage received by the holder of this ability, the attacker receives two of the same type. This is still protected by other types of DR of both parties. Take as many levels as you want, but it might get a little broken. Add Costs FP per second and Reflexive to make it more like the pokemon ability.
Other Thoughts and Conclusion
I don't like voltorb, but a few of those moves were interesting I think. I like Mirror Coat and Light Screen especially.
Keywords: Leveled, Obvious
Full Cost: 7.9 points/level.
Casting Roll: None, use Innate Attack to aim.
Range: 100 yards
Duration: 10 seconds
The "caster" shoots a 6 yard long wall that lasts for 10 seconds. This wall affects all offensive magic except for that which benefits the caster. This acts as Magic Resistance for anyone that keeps the wall between an antagonistic caster to the original caster and themselves.
The "caster" shoots a 6 yard long wall that lasts for 10 seconds. This wall affects all offensive magic except for that which benefits the caster. This acts as Magic Resistance for anyone that keeps the wall between an antagonistic caster to the original caster and themselves.
Statistics: Magic Resistance 1(Area Effect, 2 yards, +50%; Improved, +150%; Persistent, +40% Ranged, +40%; Sorcery, -15%; Wall, Permeable, Straight, +30%;) [8]
Notes: If you take ten levels, you save a point!
Notes: If you take ten levels, you save a point!
Mirror Coat
This is weird, and probably needs a bunch of special house ruled modifications, but so be it. If a user is attacked by a special move, this does twice the damage to the one who attacked that it did to the holder of this ability. Assuming that Cosmic+50% is a kosher way of turning an enhancement into something that can be leveled, and that DR that doesn't protect is -80%, I came up with this:
Damage Resistance 1(Accessibility, "Special Attacks" only, -20%; Cosmic, Leveled Reflect 2, +50%; Doesn't Stop Injury, -80%; Reflection 2, +200%)[12.5/level]For every 1 point of damage received by the holder of this ability, the attacker receives two of the same type. This is still protected by other types of DR of both parties. Take as many levels as you want, but it might get a little broken. Add Costs FP per second and Reflexive to make it more like the pokemon ability.
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