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Pokemon HERO


Almafeta

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Re: Pokémon HERO

 

How about something like this?

 

Basic Trainer

3....Analyze: Pokemon Abilities 11-

3....KS: PokeBattle Rules 12-

3....KS: PokeGyms 12-

4....KS: Pokemon 13-

1....Paramedics 8-

1....Tactics 8-

4....+2 OCV w/ Pokeball

5....Contact: Pokemon Specialist 11-

18...Pokeball:Multipower, 25-point reserve, all slots Reduced Endurance (0 END; +1/2); all slots OAF: Pokeball (-1)

1u...I Choose You!: Summon 50-point Pokemon; OAF: Pokeball (-1)

1u...Gotta Catch 'Em All: Entangle 2 1/2d6, 2 DEF; OAF: Pokeball (-1)

 

 

54..Total

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Re: Pokémon HERO

 

How about something like this?

 

Basic Trainer

3....Analyze: Pokemon Abilities 11-

3....KS: PokeBattle Rules 12-

3....KS: PokeGyms 12-

4....KS: Pokemon 13-

1....Paramedics 8-

1....Tactics 8-

4....+2 OCV w/ Pokeball

5....Contact: Pokemon Specialist 11-

18...Pokeball:Multipower, 25-point reserve, all slots Reduced Endurance (0 END; +1/2); all slots OAF: Pokeball (-1)

1u...I Choose You!: Summon 50-point Pokemon; OAF: Pokeball (-1)

1u...Gotta Catch 'Em All: Entangle 2 1/2d6, 2 DEF; OAF: Pokeball (-1)

 

 

54..Total

 

Sort of, except there needs to be rules for the different types of Pokeball, (Normal, Great, Ultra, Dusk, etc.) and then an actual "capture mechanic," which would normally be that you've knocked down the Pokemon's BODY or STUN, and then we have to figure out whether it's an Entangle, or a Transform (Wild Pokemon to Captured Pokemon). :D

 

If you're gonna do it, may as well go all out.

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Re: Pokémon HERO

 

I changed Ice Punch to an Entangle (Don't ask why this didn't occur to me initially)

 

Ice Punch [ice/Physical]: (Total: 98 Active Cost, 38 Real Cost) Hand-To-Hand Attack +7 1/2d6 (38 Active Points); Limited Power Power loses about half of its effectiveness (Ice/Cold; -1), Hand-To-Hand Attack (-1/2), 15 Charges (-1/4) (Real Cost: 14) plus Entangle 6d6, 6 DEF (60 Active Points); No Range (-1/2), 15 Charges (-1/4), Linked (Ice Punch; -1/4), Cannot Form Barriers (-1/4), Susceptible Uncommon (Fire/Heat; -1/4) (Real Cost: 24)

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Re: Pokémon HERO

 

Thunder Punch [Electric/Physical]: Hand-To-Hand Attack +7 1/2d6, Electric Attack (+15) (53 Active Points); Hand-To-Hand Attack (-1/2), 15 Charges (-1/4) (Real Cost: 40) plus (thing that I'm building for paralysis).

 

Nuts. Don't have a solution I like yet. Need to check my texts. Is it a "mental entangle" with the appropriate SFX? Curses.

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Re: Pokemon HERO

 

And following directly behind it:

 

18 Razor Wind [Physical/Special]: (Total: 55 Active Cost, 18 Real Cost) Energy Blast 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Physical Type; -1), 10 Charges (-1/2), Extra Time (Full Phase, -1/2) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for Determining Critical Hits; -1), Linked (Razor Wind [Physicall/Special]; -1/2), 10 Charges (-1/2) (Real Cost: 5)

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  • 3 weeks later...

Re: Pokemon HERO

 

Me and my friend have been working on this for the last few days, and we just figured out the capture ability of Pokeballs in a way that actually works:

 

6 Pokeball: Suppress STUN 2d6, Continuous (+1), Cumulative (192 points; +1 1/2) (35 Active Points); 1 Charge which Never Recovers (-4), OIF (-1/2), Range Based On Strength (-1/4), Pokemon Only (-1/2)

Notes: If Pokemon becomes conscious, it breaks out of the suppress.

Basically, you hit a weakened pokemon with the ball and it takes a 2d6 suppress stun immediately. If this knocks it out, it gets caught in the ball. Then the suppress activates again each round until the pokemon runs out of stun or recovers fast enough to wake up. If it wakes up, it breaks out of the pokeball ready to keep fighting. If its stun is suppressed to 0, it gets trapped.

 

Upgrades of the basic pokeball would just have more levels of suppress.

 

How we did summoning is that you have a belt multipower with each slot being a pokemon. The belt itself was something each character paid for, and could then increase as they advanced as a trainer. Pokemon themselves would be treated as equipment, and each one would typically be Slavishly Loyal. If you manage to capture something that can't fit into the multipower then you have to sell back the Amicable until it fits into the multipower. If you catch something significantly stronger than you then suddenly you need to make ego rolls to control it.

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  • 4 weeks later...

Re: Pokemon HERO

 

Well, this'll vary but that isn't "how I would do it," as it were, as I'm working on powers now. I was going to draft a new thread and then said "2 h3llz w1d it" and figure I'd just use this one.

 

SO. Really Big Question, "How the Hell does a Pokeball work?" WELL. My concept was actually (don't hate me, kids) an Extra Dimensional Movement that is directly resisted by a BODY roll. This means I can build Pokemon with Extra BODY, "Only to Resist Capture." For the big palukas this'll come in handy. However, the whole thing needs to be set up properly.

 

"Can only Capture conscious Pokemon," and such needs to be on there. Also, Status Effects should apply penalties to the Skill Roll to resist, and SOME kind of "capture" mechanic (Your Skill, "Capture," plus any Skill Levels the Ball imparts, vs. the Body Roll plus any resistance a Pokemon may have).

 

The whole idea being that smaller, weaker, "low level" Pokes are easy to capture (Furret, Whismur, etc.) while more powerful ones are innately harder. So the system needs to reflect that. Additionally, the system is built around "KO" and not "BODY" damage, so I'm still fiddling with the exact mechanics. But I haven't settled on anything I like yet.

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