Friday, October 21, 2016

Powers: (Inspired by) Jigglypuff

Would you take a look at that snout!
Jigglypuff is kind of a complement to Clefairy in being a cutesy character with a lot of moves with more difficult mechanics that enable more strategic options. Let's take a look.

Competitive

This is a passive ability that says that when a stat debuff is applied to the bearer, they receive in kind a boost to special attack. This might best be represented as:
Favorite Talent(Accessibility, only when attributes have been lowered at least once, -20%)[8]
Cumulative levels of the advantage have cumulative levels of accessibility that are all 20 percent more restrictive than the previous.
So level 2 is 6 points,
3 is 4 points,
and 4, 5, and 6, are 2 points each.
This makes for a maximum cost of 24 points for the entire recommended maximum of 6 levels. Alternately, a 5 point talent would cost 12 for the entire ability, and a 15 point talent would cost 36 points.

Play Nice

In Pokemon, this lowers the target's attack power. This is just a cuter version of Growl basically. Maybe as a special effect, the Pitiable advantage can give it's bonus to the quick contest provided that all the conditions for its application are met.

Disable

In Pokemon, this stops a target from using a previously used ability. This is basically an application of the Neutralize advantage from GURPS Powers. The only thing is that we need to limit it in a very specific way. The limitation for one static ability is -80%, and the enhancement to be able to choose any particular subset of an ability is +20%, Let me be lazy and say the value falls between the two. Disabling one ability of choice then is a -30% limitation. Add to that (accessibility, only the last ability used by the target.) and I think that is a -10% at minimum limitation, if we think it is similar (but different) to a very common trigger... well, let's say it's just a bit more strict than a very common trigger but not so much as a common trigger, so -15%. The ability is as follows.

Disable

Keywords: Obvious

Full Cost: 48 points.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" stops a target from using an ability they used recently for three minutes. This ability can be used to repeatedly disable special abilities.
Statistics: Neutralize (Magic) (Accessibility, Only the last ability used by the target, -15%; Increased 1/2D, +15%; One Ability, -30%; Ranged, +40%; Sorcery, -15%) [48]
Notes: This, of course only works on one power source. Read powers for a version that can work against any power source.

Round

In Pokemon, this is a singing based attack where damage output synergizes if multiple users use it simultaneously. This is basically an application of Combining Powers from p.170 in GURPS Powers. Add a perk to that concept that says for the purpose of Round, physical contact is not needed to join powers for Round only, and Extra Attack (Accessibility, only when combining powers with one character,  -20%; Magical, -10%; Same ability only, +0%;)[18] (For another extra attack, this would be 13 additional points for 3 characters, 8 for 4, and 5 for each character beyond that) to represent the mechanical difference that in Pokemon everyone still deals the augmented damage. Altogether, it might look like this.

Round

Keywords: Leveled, Obvious

Full Cost: 44 points for level 1. See notes for details on leveling.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: 3 minutes
The "caster" sings a destructively powerful song. If allies join up and sing along according to the rules in Powers, p.171, this can be especially powerful. Every additional singer adds 1d damage to the attack. At level 1, two singers can each attack at 3d damage, at level 2, three singers can each attack at 4d damage, etc.
Statistics: Crushing Attack 2d (Increased 1/2d, +15%; Sensory, Auditory, +150%; Sorcery, -15%) [25] and
Extra Attack (Accessibility, only when combining powers with one character,  -20%; Magical, -10%; Same ability only, +0%;)[18] and
Rules Exemption (Can combine powers just by being close for Round; Physical Contact is not required.)[1]
Notes: Each level adds a progressively restrictive version of Extra Attack where it requires more people to access it. It takes an additional 13 points for level 3, 8 for level 4, and then 5 for each level after that.

Rest

In Pokemon, this is falling asleep to recover to full health and to heal all afflictions. This can be done in GURPS pretty easily.

Rest

Keywords: Obvious

Full Cost: 92 points.
Casting Roll: IQ.
Range: 100 yards
Duration: At least 3 minutes of sleep
The "caster" puts the target to sleep. While asleep, the target recovers 1x Max HP, and any afflictions cast on them worth up to 150%. The sleep will last for three minutes. The effect of the advantage occurs immediately, then the target goes to sleep for 3 minutes.
Statistics: Affliction 1(HT; Advantage, Rest Affliction, +870%; Reduced Duration, 1/100, -40%; Sorcery, -15%)[92]
Notes: The rest affliction is as follows:
Healing(Accessibility, must heal 10 HP only, -10%; Affects Self Only, +50%; Backlash, Sleep, -150%; Capped, 8 FP, -10%; Cosmic, No Die Roll Required, +100%; Cures Affliction, +60%; Fixed Duration, 3 Minutes, +0%; Magical, -10%; Reduced FP Cost, -8 FP, +160%)[87]

Mimic

This allows a user to copy the last move they watched of the same power modifier. This doesn't jive well with sorcery, but is easily accomplished outside of Sorcery with:
Wild Talent (External, Must watch the ability being used, -20%; Magical, -10%; Wild Ability, +50%;)[24/level]
Each level gives you one use of an ability you just watched.

Hyper Voice

This is a pretty strong normal attack that does auditory damage to multiple targets, but doesn't hurt allies. Simple.

Hyper Voice

Keywords: Leveled, Obvious

Full Cost: 17 points/level.
Casting Roll: None, roll innate attack to aim.
Range: 100 yards
Duration: Instant
The "caster" creates a painfully loud sound that does a lot of damage. It does damage to all in a 10 yard long, 5 yard wide cone except allies or those immune to sound effects, while ignoring all DR. Additional levels increase damage.
Statistics: Crushing Attack 1d (Cone, 5 yards, +100%; Increased 1/2d, +15%; Reduced Range, 10 Yards, -30%; Sensory, Auditory, +150%; Selective Area, +20%; Sorcery, -15%) [17]
Notes: Each level adds a progressively restrictive version of Extra Attack where it requires more people to access it. It takes an additional 13 points for level 3, 8 for level 4, and then 5 for each level after that.

Double Edge

A physical attack that does recoil damage. It is best represented as,
Crushing Attack 6d (Aftermath, Costs HP, 7, Converted to 2d, -35%; Melee, Reach C, -30%)[11]

This kinda simulates the effect of the attack, but even better might be
Enhanced Move (For Slams Only, -80%)[4/Level]
With maybe two levels being appropriate in Pokemon, combined with the  Ramming Speed perk, and the Roll-out move I already statted somewhere, and this becomes really dangerous.

Other Thoughts and Conclusion

I skipped Gyro Ball because the mechanics seemed too complicated for too little return. Basic Speed in GURPS doesn't vary by much, so there's a decent chance it would become too expensive for anyone to consider ever.

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