I am accepting 1 to 2 new players. If interested, look around, ask questions, what ever.
Want to try and Recruit the two new players by May 4th.
Alright here is my idea.
Game is 3E, but will be slightly modified. I am allowing for drawbacks like in 2E however everything else will still work normally. Human is PL: 4. You get one Pokemon to start off with at PL: 6 Array's may only have 1 alternate power. Pokemon must be "common variety." No Legendary. Uncommon Pokemon, like Eevee will be accepted but judged with a sterner eye than someone who grabs a mankey.
Your pokemon may only have attacks it can legally learn. Before grabbing attacks,
Examples for Array:
I choose a Charmander, an uncommon Pokemon. He has "Flame Thrower" which I take as Blast 7, with Precise, and Accurate 2. As an Alternative I take "Fire Wave" Cone Blast 6. That's it. No 50 ways to use the same power.
The Pokemon will gain lots of PP's and when they earn 15 they "level up" to the next Power level. You can evolve them any time you up their Power Level, but only basic Pokemon(except Bug pokemon who evolve very fast can be taken at their full form) are allowed to be chosen at the start. PL 10 is pretty much "top tier" and Legendary will be PL 12 or so.
Okay I decided all characters will be 14, Freshmen to the academy. That explains why you only have one starting pokemon.
I want to only use pokemon from the first and second generation, (Silver/Gold) because they were, in my opinion, the coolest, before they started introducing a ton of silly pokemon.
Team Rocket is active.
No one from the cartoon, comic, or what ever are nor around, just the universe. so no "son of Ash and Misty" type crap.
I won't give it away, but there is something "wrong" at the academy, which the players will eventually discover, and have to deal with... or ignore.... or join in on.... depending on your choice.
There will be "field trips" to capture new pokemon, you aren't restricted to stay on the academy after school hours, but there is a curfew. There is a decent sized down near by you can visit for what ever you need, to go on dates, what ever. Lots of forests, rivers, and what not for training, finding new pokemon, or exploring.
Players will live at the dormitories, if you break curfew, you'll have "hell" to face from the "den Mother"
Occasionally Gym leaders drop by for lectures, and offering students a chance to battle and earn a badge. During Exam time there will definitely be at least 2 Gym leaders dropping by to test the students. If you pass and earn a badge, you repeat a year.
I am open to, and encourage, suggestions, and criticism
Manintights wrote:Pokemon creation guidelines
Type resistances and costs:
These are taken from the M&M Ultimate Power book and cross referencing with Bulbapedia.
If they are Vulnerable, treat the attack as if it were 50% stronger(rounded up) so if you attack with a Damage 6 attack, it is treated as if it were 9.
The opposite for Resist, so a Level 6 attack is treated as level 3.
A pokemon's type resistances are purchased in the powers section using Half-Immunity (2pp each). Vulnerabilities are worth 2pp each. And full immunities to an attack type costs 5 points each.Single Pokemon Types
Normal: Cost 3 points (Vulnerability: Fighting. Immunity: Ghost)
Fire: Cost 4 points (Vulnerability: Ground, Rock, Water. Resist: Bug, Fire, Grass, Ice, Steel)
Water: Cost 4 points (Vulnerability: Electric, Grass. Resist: Fire, Ice, Steel, Water)
Grass: Grants 2 points (Vulnerability: Bug, Fire, Flying, Ice, Poison. Resist: Electric, Grass, Ground, Water)
Electric: Cost 4 points (Vulnerability: Ground. Resist: Electric, Flying, Steel)
Psychic: Grants 2 points (Vulnerability: Bug, Dark, Ghost. Resist: Fighting, Psychic)
Ice: Grants 6 points (Vulnerability: Fighting, Fire, Rock, Steel. Resist: Ice)
Steel: Cost 21 points (Vulnerability: Fighting, Fire, Ground. Resist: Bug, Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Psychic, Rock, Steel. Immunity: Poison)
Dragon: Cost 4 points (Vulnerability: Dragon, Ice. Resist: Electric, Fire, Grass, Water)
Dark: Cost 5 points (Vulnerability: Bug, Fighting. Resist: Dark, Ghost. Immunity: Psychic)
Fighting: Cost 2 points (Vulnerability: Flying, Psychic. Resist: Bug, Dark, Rock)
Flying: Cost 5 points (Vulnerability: Electric, Ice, Rock. Resist: Bug, Fighting, Grass. Immunity: Ground)
Poison: Cost 4 points (Vulnerability: Ground, Psychic. Resist: Bug, Fighting, Poison, Grass)
Ground: Cost 3 points (Vulnerability: Ice, Grass, Water. Resist: Poison, Rock. Immunity: Electric)
Rock: Grants 2 points (Vulnerability: Fighting, Grass, Ground, Steel, Water. Resist: Normal, Fire, Flying, Poison)
Bug: No Cost (Vulnerability: Fire, Flying, Rock. Resist: Fighting, Grass, Ground)
Ghost: Cost 10 points (Vulnerability: Dark, Ghost. Resist: Bug, Poison. Immunity: Fighting, Normal)Common Combos:
Grass/Poison Type: No Cost (Vulnerability: Fire, Flying, Ice, Psychic. Resist: Fighting, Grass, Electric, Water)
Normal/Flying Type: Cost 8 points (Vulnerability: Rock, Electric, Ice. Resist: Bug, Grass. Immunity: Ground, Ghost)
Rock/Water Type: Cost 2 points (Vulnerability: Fighting, Ground, Grass, Electric. Resist: Normal, Flying, Poison, Fire, Ice.)
Water/Ground Type: Cost 11 points (Vulnerability: Grass. Resist: Poison, Rock, Steel, Fire. Immunity: Electric)
Water/Flying Type: Cost 11 points (Vulnerability: Rock, Electric. Resist: Fighting, Bug, Steel, Water, Fire. Immunity: Ground)
Bug/Flying Type: Cost 1 points (Vulnerability: Fire, Electric, Rock, Flying, Ice. Resist: Fighting, Bug, Grass. Immunity: Ground)
Bug/Poison Type: No Cost (Vulnerability: Flying, Rock, Fire, Psychic. Resist: Fighting, Poision, Bug, Grass)
Poison/Flying Type: Cost 5 Points (Vulnerable: Electric, Rock, Ice, Psychic; Resist: Grass, Poison, Fighting, Bug; Immunity: Ground)
Rock/Ground Type: Cost 3 Points (Vulnerability: Fighting, Ground, Steel, Water, Grass, Ice. Resist: Normal, Flying, Poison, Rock, Fire. Immunity: Electric)
Steel/Dark Type: Cost 24 points (Vulnerability: Fighting, Ground, Fire; Resist: Normal, Flying, Rock, Ghost, Steel, Grass, Ice, Dragon, Dark; Immunity: Poison, Psychic)
Steel/Flying Type: Cost 26 points (Vulnerability: Fire, Electric; Resist: Normal, Flying, Bug, Ghost, Steel, Grass, Psychic, Dragon, Dark; Immunity: Poison, Ground)
Fire/Flying Type: Cost 9 points (Vulnerable: Electric, Rock, Water; Resist: Bug, Fire, grass, Steel, Fighting; Immunity: Ground)
Pokemon DrawbacksLimited Speech: 4 points (all Pokemon should have this, barring odd occurrences like Meowth)
No hands: 4 points (most Pokemon are likely to have this)
Rudimentary Hands: 2 points. Some Pokemon have small appendages that are capable of some degree of manipulation.
Using the scale listed below (Originally from the M+M text), and the Bulbapedia resource, find out how large or small your pokemon is. Then apply appropriate numbers of Shrinking or Growth to the base character sheet.
Shrinking and Growth should have the following additions: Permanent, Innate, and Full Power.Under the Hood: This combination of feats, drawbacks, and flaws means the pokemon always has those characteristics, can't change them, and no one can 'nullify' or turn them off. Powers that allow the pokemon to change size, or abilities that characterize a pokemon to change size may add or lose some of those on a case by case basis (Ex. the power Minimize)
Shrinking, with these modifications, costs 1pp/rank.
Growth, with these modifications, costs 3pp/rank.Size Chart
Gargantuan: 32-63ft. Apply twelve ranks of Growth (Permanent, Innate). 25 points.
Huge: 16-31ft. Apply eight ranks of Growth (Permanent, Innate). 17 points.
Large: 8-15ft. Apply four ranks of Growth (Permanent, Innate). 9 points.
Medium: 4-8ft. M&M Default
Small: 2-4ft. Apply four ranks of Shrinking (Permanent, Innate). 9 points
Tiny: 1-2ft. Apply eight ranks of Shrinking (Permanent, Innate). 17 points
Diminutive: 6'-1ft. Apply twelve ranks of Shrinking (Permanent, Innate). 25 points
Even the biggest Pokemon is only a couple of thousand pounds. This means that any Pokemon above Large is automatically lighter than the height/weight chart indicates it should be. This will be ignored mostly in the game.
Manintights wrote:pokemon creation guidelines continued
On the Bulbapedia page if you scroll down there is a "Base stats" option that can help with determining how close to caps your Pokemon should be in various attack styles, how high its defense should be, and how fast it should be.
Due to how subjective the stats are (depending on evolution level and how powerful the pokemon is) a hard-and-fast rule would require way too much math and cause some Pokemon to be just plain weaker than others, but it should provide a good place to start.
Since some Pokemon have sucky stats across the board, just compare it's stats relative to its other stats.eg, take Houndour (http://bulbapedia.bulbagarden.net/wiki/Houndour#Stats)
Its Attack and speed are significantly higher than it's defenses so I'll be spending my points on a spread something like this: Dex & reflex save high. Fort & Con moderate. Toughness mid-low. Defense mid. Attack high.
You don't need to try and combat cap all your Pokemon. They do have their own strengths and weaknesses, don't be afraid to model them.
An easy one to forget, just keep an eye on it.
1) Check the Bulbapedia entry and see if they call out a particular sense as being special (like Ralt's emotion sense)
2) See if the creature it's based on would probably have something (eg a dog based Pokemon will probably have Scent and maybe better hearing, while a bird based one probably has extended vision).
3) Do they have a power that may cause a sense? eg en Electric Pokemon may well have a detect electricity sense
4) If none of those come up, probably safe to just assume standard senses.
Speed, Flight, Burrowing, & SwimmingUnder the Hood: A concern when using M+M for ranking speed on characters is that the ranks stack very quickly. Half the amount that Speed goes up by at each rank. EG 0 30ft 1 45 ft 2 75 ft 3 120 ft.
Bycicles and most pokemon should not exceed a speed rank of 1, w/o good cause.
Flight with a flaw: "half speed" is wisely considered for most flying pokemon w/o good cause.
Burrowing and Swimming should not far exceed ranks 1 or 2 w/o good cause.
Improved Initiative can be used to indicate a higher speed for pokemon. Having a higher Dexterity score to show their fast reflexes also works.
Applications of Leaping should be carefully considered, also.
Note: Leaping Rank 1 on a Str 10 character is a jump distance of 20ft.
Quickness, as a movement application, should not be used when designing your pokemon, w/o good cause.
Super-Movement powers like slithering, wall-crawling, or water-walking should be considered for special powers of pokemon where applicable.
Secondary Powers and Flavor Text: What it Means for You and Your Pokemon.
Consider Environmental Adaptation, Favored Environment, and low level immunity or half-effect immunity's based on the flavor text and secondary abilities of your Pokemon. (Find these listed on Bulbapedia)Example: A water Pokemon, capable of swimming below the surface of the water should include things like: Immunity (Suffocation (Drowning)) and Environmental Adaptation: Underwater.
Example: Some Pokemon are called out as living in Lava, Rocky Mountains, or in extremely hot/cold environments. Heat/Cold immunity's and Adaptations are appropriate here.
Example: High Flying Pokemon might have Environmental Adaptation: High Altitudes
Another basic but easy to overlook one. Make sure that Bulbapedia actually says that your mon' can learn the moves you're trying to give it.
Don't forget the use of an unarmed attack. Using it could provide some added strategy in battles.
whiteprofit wrote:Capturing Pokemon
Pokeballs are equipment, purchased with EP, using the Snare Power. The following is a sample build:Pokeball 10ep - Snare Rank 3 (Feats: Reversible; Extras: Engulf, Range, Regenerating, Alternate Save (Toughness); Flaws: Limited (Wild Pokemon Only)) (Cost 3pp/rank)
What this means is, the player must make a ranged attack roll to hit with the thrown item. On a successful hit, the target must make a toughness save against the Snare rank. On a failed save, the target is bound and helpless or "captured". And the target must be a pokemon and wild.
The target can try to get out using their strength modifier or will save*, whichever is higher. Each round is a separate attempt to escape with the regeneration extra as the damage is erased at the end of each round. The engulfing extra eliminates the 'entangled' failure, means the creature is inside the object, and if the ball receives damage from the outside, it can lose it's ability to hold the captured pokemon.
Pokeballs can be reused, but must be retrieved. Each player receives 5 Pokeballs for free. You can not buy more, that's it. Maximum Team Party of 6 is currently in effect. Perhaps when all players have 6 and the game has been going for a while, more can be captured.
The reasons we chose to use the Snare function are:
it is well defined and already exists in the game, allowing disputes to be settled by the books.
It allows the pokemon to escape at any time and the trainer can release them at any time, per the existing rules on Snare.
A pokemon can return to the pokeball by not fighting the snare, accepting the result. In the show there are times when pokemon refuse to go back into the ball, and this is built into snare already.
Once the players have been selected for the game, each player will create a list of 20 pokemon. 15 common pokemon, like Ekans, Pikachu, Caterpie, Abra, Growlithe, etc... And 5 Rares like Eevee, Magmar, Scyther, Dratini, Electabuzz.
Once all 20 are selected, when a wild pokemon would appear, I would roll a d20, the number that comes up is the pokemon you get. You can at the time choose to try and capture or let it get away.
If it gets away it gets added back to the pool or 20, however captured ones get replaced by "reroll."
Players are never obligated to capture a wild pokemon, after all, down the road, you might meet something Legendary... maybe...
-5 Arch Nemesis - This person will plot against you and is driven by hurting you or your loved ones. If something goes terribly wrong for you, they probably planned and put it together. Everything that has ever gone wrong in the history of time and space is your fault. The room goes silent when you're in it together.
-4 Hatred - The person hates you to an extent that they will take risks to attack or interfere with you. They will cause you bodily harm and will act against you whenever they get a chance. If something goes terribly wrong for you, they were probably involved. They will speak against you when something goes wrong. People know they don't like you.
-3 Hostile - They will insult you at every turn and play mean pranks on you when given the chance. They will do anything they can to see you have a bad day, be it through insults, lying, or getting in your way. They will take action outside of their normal activities against you, though may hesitate if it causes physical harm. They will blame things on you.
-2 Rival - They just don't like you and seem to always butt heads with you. They will compete, specifically, against you. They may think of you when they need someone to blame for something bad. If they have an option to stand against you in their normal day, they will. This rivalry may or may not be spoken allowed.
-1 Frienemy - Though they smile to your face, acting as they like you in social situations, you've done something to make them dislike you. They don't hate you and you're not worth the effort to hurt, but they wont help you either. A player may not ever know that someone considers them in this way until they ask for something.
+0 Indifferent - They may not have ever met you and have no opinion on you. They act as socially expected toward you.
+1 School Acquaintance - They will smile and nod your way in the hallway, chat with you about surface things, and politely acknowledge knowing you in conversation elsewhere. "Oh yeah, I know them. We go to school together.." An acquaintance has the disposition to help you, though not with anything extreme.
+2 Buddies/Pals - You hang out from time to time, usually socially. They will do small favors for you without question and consider you in their social circle.
+3 Good Friend - They will assist you in most endeavors: help move your furniture, watch your cat for the weekend, or stand by you in a fight. But even good friends have their limits. They would defend your character to teachers.
+4 Best Friend - They are your best friends, closest and dearest to your heart. They will stand by you through many great trials. Your nemesis is their nemesis. Your problems are their problems. People associate you together. They would defend your character to strangers.
+5 Loyal/Love - They would die for you.