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.