Tuesday, October 11, 2016

Powers: (Inspired by) Rattata

I like the tail curl.
Today we are at Rattata which really doesn't have a lot of new unique moves, except for the super mundane Hyper Fang, and the perplexingly, at-odds with everything GURPS, Super Fang. Oh well, hacking our way through!

Hyper Fang

Ok, this is really just a very strong attack using Teeth, consider a combination of Teeth (Fangs) and maybe Striking ST 4 limited to fangs. A follow-up vanilla affliction that causes Stun is also appropriate.

Super Fang

Mechanically, this ability removes 50% of a  foe's remaining HP (round down.) That ideas a little weird in GURPS because there are no attacks that are based on percentages, and in fact, a character can go far into the negatives, so "remaining HP" is also a little vague.
There are very few sensible ways to do percentage based damage in GURPS, so the random hack I went with is to use the No Wounding modifier, but it only applies to damage in excess of 50% of a target's remaining HP. This limitation varies from -15% to -50% depending on how much HP the target has, so I averaged it to -35% (Because when you consider negative HP, there are a lot of cases, so I decided to round in the friendly direction.)
Let's combine that with  All or nothing, and we get an attack that only removes 50% of the remaining HP of an enemy.


Super Fang

Keywords: Leveled, Obvious

Full Cost: 2.75 points/level.
Casting Roll: None, use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Instant
The "caster" does something weird, and the target loses half of their remaining HP. If the attack is not strong enough to do 50% damage, it does no damage. Do not roll damage, this attack does a flat 3.5 HP damage (roll down) per level, ignoring DR.
Statistics: Crushing Attack 4 (All or Nothing, -10%; Feature, Convert Dice to flat damage, +0%; Increased 1/2D, +15%; No Wounding, Only against HP in excess of 50% of remaining HP, -35%; Sorcery, -15%) [3]
Notes: The spell is most efficient at even levels because of rounding for flat damage, especially those that are multiples of 4, because of the cost in character points for this advantage. Level 4 is a decent amount for enemies without DR (14 HP), and 8 (28 HP) is good for enemies with DR, and isn't very expensive.

For an ability that is even more similar to the game, of course, add Melee, reach C. This decreases the cost by 3 points per level to 1.25 a level.

Other Thoughts and Conclusion

That one was short, but I didn't have a lot of time today, so it works well for me. The other weird ideas I had for statting out a percentage based attack was a simple cosmic modifier that converts each dice to 35% damage instead, a wacked out version of Healing using weird modifiers as the healing advantage is proportionate to max HP, and the side effect modifier which works if the attack does a big enough damage:max hp ratio. This seemed the easiest in the end.

1 comment:

  1. Rattata generally makes me think of high speed, Tail Whip, and Quick Attack; which you've already covered.

    Super Fang is an interesting writeup. Note that you say 'Crushing Attack 4', which implies 4d (4 levels), though you give the 1d cost.

    Another potentially interesting move is Pursuit, which might be some Base (or Enhanced) Move and Enhanced Time Sense (a la Quick Attack) with Accessibility: Only against/towards people running away from you.

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