Sketchpad Posted December 24, 2007 Report Share Posted December 24, 2007 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 Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 24, 2007 Report Share Posted December 24, 2007 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). If you're gonna do it, may as well go all out. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 24, 2007 Report Share Posted December 24, 2007 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) Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 24, 2007 Report Share Posted December 24, 2007 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. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 24, 2007 Report Share Posted December 24, 2007 Re: Pokémon HERO Okay, I admit. This one is like cheating. 10 Scratch [Normal/Physical]: Hand-To-Hand Attack +4d6, 35 Charges (+1/4) (25 Active Points); Limited Power Power loses about half of its effectiveness (Physical; -1), Hand-To-Hand Attack (-1/2) Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 24, 2007 Report Share Posted December 24, 2007 Re: Pokémon HERO 13 Vice Grip [Normal/Physical]: Hand-To-Hand Attack +5 1/2d6, 30 Charges (+1/4) (35 Active Points); Limited Power Power loses about half of its effectiveness (Physical; -1), Hand-To-Hand Attack (-1/2) Quote Link to comment Share on other sites More sharing options...
Bygoneyrs Posted December 26, 2007 Report Share Posted December 26, 2007 Re: Pokemon HERO Pokemon........................EEEEEEEEEEEEEKKKKKKKK Your all Insane............ Run screaming from my PC!!! Penn Quote Link to comment Share on other sites More sharing options...
Sweeper Posted December 26, 2007 Report Share Posted December 26, 2007 Re: Pokemon HERO I've been trying to convert Pokémon abilities over to the HERO system. *chuckle* You remind me of my buddy, Nick. He would do something like this if he played Hero. Repped. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 26, 2007 Report Share Posted December 26, 2007 Re: Pokemon HERO Hey, I am doing it. Spread the love. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 29, 2007 Report Share Posted December 29, 2007 Re: Pokemon HERO I have no idea if this is going to work, but: 96 Guillotine [Physical/Normal]: Drain BODY 12d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (240 Active Points); 5 Charges (-1), Inaccurate 0 OCV (-1/2) Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted December 29, 2007 Report Share Posted December 29, 2007 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) Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted January 2, 2008 Report Share Posted January 2, 2008 Re: Pokemon HERO Hey' date=' I [i']am[/i] doing it. Spread the love. Yeah, and now because of you my daughter, who's been asking about me running some kind of game for her, will want me to run a Pokemon game. ;) Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted January 4, 2008 Report Share Posted January 4, 2008 Re: Pokemon HERO Oh, it's so easy when you're evil... Quote Link to comment Share on other sites More sharing options...
Dreadnought Posted January 25, 2008 Report Share Posted January 25, 2008 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. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted February 21, 2008 Report Share Posted February 21, 2008 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. Quote Link to comment Share on other sites More sharing options...
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