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Croverus
2009-08-06, 03:36 PM
I've been working on a Pokemon RPG, it uses a combination of the stat growth for the Pokemon games, but combat and Leveling up more like DnD 4.0

The point of the game is for each player to make their own pokemone from scratch. Your starting stats are determined b a combination of your pokemon type, your nature, how you will evolve (or not evolve if that is your choice), and what role your pokemon fits in during combat. This plays somewhat like Pokemon Dungeon in that every character you meet is a pokemon, the shop keepers, your fellow adventurers, and the wild pokemon you'll face. I'm designing every enemy from scratch, trying as best as I can to avoid using pokemon that exist.

The stats every pokemon has are Attack (determines how strong normal attacks are), Defense (determines how well a pokemon resists taking damage from normal attacks), Special Attack (determines the power of special moves that are more elemental than physical), Special Defense (hetermines how much a pokemon can resist the damage of special moves), Speed (how fast your pokemon is in combat, how far they can move in a turn, and accuracy and evasiveness), and Personality (the social stat for the game, which I made as a gauge of how successful a pokemon is at social encounters). Derived stats are Health Points, which are determined by a combination of your role's base HP dice and a number determined by adding your Defences together and 1/2 the sum. Add this some to the Role's Base HP to find your Health. (For example, a Tank(Base HP 10) with Def 12 and SpD 6 Has a Combined defense of 18. Half of that is 9, and added to the Tank's Base HP gives you a total of 19 starting Health.)

There are 5 steps to character creation.

Step 1:
Choose your pokemon type. There are 17 types, each with strengths and weaknesses. As it is, all types have balanced stats so that all together they have 30 stat points spread across their 6 stats. If you want to determine your type randomly, roll a d% and compare to the second table.

{table]Type | Att | Def | SpAtt | SpDef | Spd | Per
Fire | 6 | 4 | 6 | 5 | 5 | 4
Water | 4 | 6 | 5 | 6 | 4 | 5
Grass | 4 | 6 | 6 | 6 | 4 | 4
Normal | 6 | 6 | 3 | 4 | 5 | 6
Flying | 5 | 5 | 3 | 4 | 8 | 5
Rock | 6 | 9 | 3 | 5 | 3 | 4
Ground | 5 | 7 | 4 | 4 | 5 | 5
Electricity | 4 | 4 | 7 | 5 | 6 | 4
Bug | 4 | 6 | 5 | 6 | 6 | 3
Fighting | 8 | 6 | 2 | 5 | 5 | 4
Psychic | 2 | 2 | 8 | 6 | 6 | 6
Ghost | 3 | 4 | 7 | 7 | 6 | 3
Dark | 6 | 4 | 8 | 5 | 5 | 2
Steel | 8 | 8 | 3 | 3 | 4 | 4
Dragon | 4 | 4 | 5 | 5 | 4 | 8
Ice | 3 | 4 | 7 | 6 | 4 | 6
Poison | 5 | 3 | 7 | 5 | 7 | 3
[/table]

d% Table:

{table]d% | Type
1-7 | Fire
8-14 | Water
15-21 | Grass
22-31 | Normal
32-38 | Flying
39-44 | Rock
45-50 | Ground
51-57 | Electricity
58-65 | Bug
66-71 | Fighting
72-75 | Psychic
76-79 | Ghost
80-82 | Dark
83-87 | Steel
88-92 | Poison
93-97 | Ice
98-100 | Dragon[/table]


Step 2:
Pick your pokemon's Nature. The following table shows all 30 natures. Each nature gives a +3 bonus to one stat and a -2 penalty to a second stat (min of 1) at level 1, and at each level up the bonus stat gains an extra +1 and the penalized stat has a -1 to its growth (min of +0). Rolling for Nature needs only 2d6. Doubles do not have a nature assigned to them, so reroll doubles.

{table] | | 1 | 2 | 3 | 4 | 5 | 6
| | +Att | +Def | +SpAtt | +SpDef | +Spd | +Per
1 | -Att |
X | Bold | Modest | Calm | Timid | Kind
2 | -Def | Lonely |
X | Mild | Gentle | Hasty | Helpful
3 | -SpAtt | Adamant | Impish |
X | Careful | Jolly | Honest
4 | -SpDef | Naughty | Lax | Rash |
X | Naive | Curious
5 | -Spd | Brave | Relaxed | Quiet | Sassy |
X | Stubborn
6 | -Per | Serious | Hardy | Quirky | Bashful | Docile |
X[/table]


Step 3:
You have 5 stat points to place wherever you want, though you can not bring a stat above 15 after choosing type and nature. After doing so you will choose how your pokemon will evolve. In most cases a pokemon either won't evolve, or it can evolve once, twice, or up to three times. A pokemon can evolve by reaching a certain level, or using a special stone, or by very special circumstances that can be discussed with the GM. How evolution affects your stats is somewhat complicated, so rolling to see how your pokemon evolves is encouraged.

Here's how you can evolve:
No Evolution - +2 To all of your stats
1 Evolution - +1 to all stats
A) By level - Pick level when you evolve, if before Lv 10, at evolution = +2 to three stats and +1 to two stats; if between 10 and 16, at evolution = +3 to one stat, +2 to four stats, +1 to last stat; if between 17 and 22, at evolution = +3 three stats, +2 to other three stats; if between 23 and 26, at evolution = +4 to two stats, +3 to three stats, +2 to last stat; if at 27 to 30, at evolution = +5 one stat, +4 to three stats, and +3 to two stats
B) By Stone - Pick a stone, Gain a net bonus of +10 (spread out how you want) and alter Type based on the stone
C) Special Circumstance - Talk with the GM about the details.
2 Evolutions - +0 to all stats
A) By Level - Pick the two levels you evolve at, bonuses are same formula as 1 evolution at -1 to all the bonuses. (So if you evolve first before lv 10 you get +1 to three stats, then evolve again between level 17 and 22, gain +2 to three stats and +1 to three stats.)
B) By Stone - First evolution, gain a net bonus of +6 (spread out how you want) and alter Type based on the stone, then second evolution, another net bonus of +6 and Type changes again. (Using a stone in evolution twice is very, very rare)
C) Special Circumstances - Talk with the GM about the details.


Tables:

{table]d12 | Type of evolution
1-4 | Doesn't Evolve
5-9 | One Evolution
10-12 | Two Evolutions[/table]

{table]d20 | One Evolution
1-2 | By Level, Before 10
3-7 | By Level, 10-16
8-11 | By Level, 17-22
12-15 | By Level, 23-26
16-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances[/table]

{table]d20 | Two Evolutions (first evolution)
1-4 | By Level, Before 10
5-10 | By Level, 10-16
11-16 | By Level, 17-22
N/A | By Level, 23-26
N/A | By Level, 27-30
17-19 | With a Stone
20 | Special Circumstances
d20 | Two Evolutions (second evolution)
N/A | By Level, Before 10
N/A | By Level, 10-16
1-6 | By Level, 17-22
7-12 | By Level, 23-26
15-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances[/table]


Step 4:
Pick your role. Now that all your base stats are set in place, the final step is picking your Role. Role is similar to a class, in that as you level up you gain levels in your role. There are only 6 roles, each designed for a specific purpose. Unlike the regular DnD adventurer who can pick and choose his class at every level and many multiclass to give them versatility, a pokemon is designed witha special role in mind. There are 6 roles, including the Leader with his strong personality and rounded stats, the Tank with high Health and defenses, the melee Thrasher with high attack and the Sneak with tricks and rouge-like abilities, and the ranged Sniper with precision attacks and Blaster with multiple attacks to attack an area of enemies. There si no random table for the calsses, since there are only 6 classes to pick from and any of them are as common as the others. If you want to determine randomly, roll a d6, 1 is a Tank, 2 is a Blaster, 3 is a Sniper, 4 is a Thrasher, 5 is a Leader, and 6 is a Sneak.



Tank

{table]
Tank
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 10 | +1 | +3 | +0 | +2 | +0 | +0 | Pull Enemies
2 | +d10 | +0 | +2 | +0 | +1 | +0 | +0 | Soak Damage
3 | +d10 | +1 | +2 | +1 | +2 | +1 | +0 |
4 | +d10 | +0 | +3 | +0 | +2 | +0 | +1 |
5 | +d10 | +2 | +3 | +2 | +1 | +2 | +0 | Pull Enemies +1;Defend Ally
6 | +d10 | +1 | +1 | +0 | +2 | +0 | +1 |
7 | +d10 | +1 | +2 | +0 | +3 | +1 | +1 | Soak Damage +1
8 | +d10 | +0 | +2 | +1 | +3 | +1 | +0 |
9 | +d10 | +1 | +3 | +1 | +2 | +0 | +1 | Pull Enemies +2
10 | +d10 | +2 | +4 | +2 | +3 | +1 | +1 | Stalwart
11 | +d10+2 | +1 | +3 | +1 | +1 | +0 | +0 |
12 | +d10+2 | +2 | +2 | +1 | +2 | +1 | +0 | Soak Damage +2
13 | +d10+2 | +2 | +3 | +1 | +3 | +0 | +1 | Pull Enemies +3
14 | +d10+2 | +1 | +4 | +2 | +3 | +1 | +1 |
15 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +1 | Improved Defend Ally
16 | +d10+2 | +2 | +3 | +2 | +2 | +0 | +0 |
17 | +d10+2 | +2 | +4 | +1 | +3 | +1 | +1 | Pull Enemies +4;Soak Damage +3
18 | +d10+2 | +3 | +4 | +2 | +4 | +1 | +0 |
19 | +d10+2 | +2 | +5 | +1 | +3 | +2 | +1 |
20 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +2 | Solid Wall
21 | +d10+5 | +2 | +3 | +2 | +3 | +1 | +1 | Pull All Enemies
22 | +d10+5 | +3 | +4 | +2 | +3 | +1 | +1 | Soak Damage +4
23 | +d10+5 | +3 | +4 | +1 | +2 | +2 | +1 |
24 | +d10+5 | +4 | +3 | +2 | +4 | +1 | +2 |
25 | +d10+5 | +4 | +5 | +3 | +4 | +2 | +2 | Uncanny Defend Ally
26 | +d10+5 | +2 | +4 | +2 | +3 | +1 | +1 |
27 | +d10+5 | +3 | +4 | +3 | +4 | +2 | +1 | Soak Damage +5
28 | +d10+5 | +2 | +5 | +4 | +4 | +1 | +2 |
29 | +d10+5 | +4 | +4 | +3 | +3 | +2 | +3 |
30 | +d10+5 | +5 | +6 | +4 | +5 | +3 | +3 | Juggernaught
[/table]
Pull Enemy - Once per combat, a targetted enemy ignores other Pokemon to attack you. Every 4 levels after 1st add a second use per combat, up to 5 uses at level 17.
Soak Damage - Once per combat, ignore 5 damage. Add 5 to the soak at level 7, 12 and 17, then add 10 to soak at level 22 and 27. Can only be activated for 1 attack.
Defend Ally - Allies adjacent to you add half you Defense rounded up to their Defense. At level 15 they also add half your Special Defense to their Special Defense. At level 25 They add your entire Defense bonus as long as they stay next to you.
Stalwart - Poison and Burns last only 3 rounds; Confusion time is halved after it is determined(min of 1 round).
Solid Wall - Can not be moved by force and can intercept and line attacks so they do not pass through; Can provide cover to Allies.
Pull All Enemies - All enemies within 30ft of you will target you, ignoring your Allies.
Juggernaught - No longer affected by Flinch, Paralysis, or Sleep; Defense and Special Defense can no longer be decreased.


Blaster

{table]
Blaster
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 4 | +1 | +0 | +3 | +0 | +2 | +0 | Strike Through
2 | +d4 | +0 | +0 | +2 | +1 | +1 | +1 |
3 | +d4 | +1 | +1 | +2 | +0 | +1 | +0 |
4 | +d4 | +1 | +0 | +1 | +1 | +1 | +0 | Extra Effects
5 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 | Special Chain
6 | +d4 | +0 | +1 | +2 | +0 | +1 | +1 |
7 | +d4 | +1 | +0 | +2 | +0 | +2 | +0 | Strike Through +1
8 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 |
9 | +d4 | +0 | +1 | +2 | +1 | +1 | +1 |
10 | +d4 | +2 | +1 | +3 | +1 | +2 | +1 | Area Strike
11 | +d4+1 | +1 | +0 | +2 | +0 | +2 | +1 |
12 | +d4+1 | +1 | +1 | +3 | +1 | +3 | +0 | Extra Effects +1
13 | +d4+1 | +0 | +1 | +3 | +2 | +2 | +1 | Strike Through +2
14 | +d4+1 | +2 | +2 | +2 | +1 | +2 | +2 |
15 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Improved Special Chain
16 | +d4+1 | +1 | +1 | +3 | +0 | +3 | +1 |
17 | +d4+1 | +1 | +1 | +3 | +1 | +2 | +1 |
18 | +d4+1 | +2 | +2 | +4 | +1 | +3 | +2 |
19 | +d4+1 | +1 | +2 | +3 | +2 | +2 | +2 | Strike Through +3
20 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Nova Blast; Extra Effects +2
21 | +d4+2 | +2 | +1 | +4 | +2 | +4 | +1 |
22 | +d4+2 | +1 | +1 | +3 | +1 | +3 | +2 |
23 | +d4+2 | +2 | +1 | +3 | +1 | +3 | +2 |
24 | +d4+2 | +2 | +2 | +4 | +2 | +4 | +1 |
25 | +d4+2 | +3 | +2 | +5 | +3 | +4 | +2 | Strike Through +4; Uncanny Special Chain
26 | +d4+2 | +2 | +2 | +4 | +2 | +3 | +3 |
27 | +d4+2 | +2 | +1 | +4 | +1 | +4 | +2 |
28 | +d4+2 | +3 | +2 | +5 | +2 | +4 | +2 | Extra Effects +3
29 | +d4+2 | +2 | +3 | +5 | +2 | +3 | +3 |
30 | +d4+2 | +4 | +3 | +6 | +3 | +5 | +3 | Davestator
[/table]
Strike Through - When a target is hit by a Special Attack, 1 enemy adjacent to target takes half the damage the target took(rounded up). Every six levels after that, add one extra enemy, up to 5 enemies taking the strike through damage. This is Passive.
Extra Effects - Special Attacks that don't have an extra affect gain an appropriate one that will last for 3 rounds. Attacks that already have an extra effect has the effect last +1 round longer. Every 8 levels increase the number of rounds an effect lasts by 2. This is Passive.
Special Chain - Combine two similar Special Attacks into 1 dealing both attacks damage and effects to the target(s) at -5 damage to each attack. At level 15 this can be used to combine a normal Attack and Special attack together with no loss of damage. At level 25 three Special Attacks can be chained tog ether at +5 damage to each attack. After using a special Chain the Blaster must catch his breath for 1 round where he can only move at normal speed and use healing items.
Area Strike - 1/Encounter a Special Attack that normally hits one enemy can be modified to hit an entire area, damaging all the enemies at -5 damage.
Nova Blast - 1/Encounter a Special Attack that targets multiple enemies can turn into a close blast centered on you at -10 damage, and knockback all enemies caught in the blast to its edge. The Radius is equal to 1/4 the Special Attack's normal range.
Devastator - 1/Day the Blaster can combine all their special Attacks and target a single opponent, doing all the damage from the attacks to the target and ignoring resitance and weakness. All enemies with/in 10 spaces of the target take 1/3 of the damage (rounded down).


Sniper

{table]
Sniper
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +2 | +0 | +0 | +1 | +3 | +0 | Mark
2 | +d6 | +2 | +0 | +1 | +1 | +2 | +1 |
3 | +d6 | +1 | +1 | +1 | +1 | +3 | +0 | Swift Firing
4 | +d6 | +0 | +1 | +0 | +2 | +2 | +0 |
5 | +d6 | +2 | +1 | +1 | +1 | +2 | +1 | Greater Shot
6 | +d6 | +1 | +0 | +2 | +0 | +3 | +0 |
7 | +d6 | +1 | +1 | +1 | +1 | +2 | +1 | Mark +1
8 | +d6 | +2 | +2 | +1 | +1 | +1 | +1 |
9 | +d6 | +2 | +1 | +1 | +1 | +2 | +2 |
10 | +d6 | +3 | +1 | +1 | +2 | +3 | +1 | True Aim
11 | +d6+1 | +1 | +0 | +1 | +1 | +3 | +2 |
12 | +d6+1 | +2 | +1 | +2 | +1 | +2 | +1 | Swift Firing +1
13 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +1 |
14 | +d6+1 | +3 | +2 | +1 | +1 | +3 | +2 | Mark +2
15 | +d6+1 | +2 | +2 | +2 | +2 | +4 | +2 | Improved Greater Shot
16 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
17 | +d6+1 | +3 | +1 | +2 | +2 | +4 | +1 |
18 | +d6+1 | +3 | +2 | +2 | +1 | +3 | +2 |
19 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
20 | +d6+1 | +3 | +2 | +2 | +3 | +4 | +3 | Precision
21 | +d6+2 | +3 | +1 | +2 | +2 | +4 | +3 | Swift Firing +2;Mark +3
22 | +d6+2 | +4 | +3 | +3 | +3 | +3 | +2 |
23 | +d6+2 | +3 | +2 | +2 | +2 | +4 | +3 |
24 | +d6+2 | +2 | +2 | +2 | +2 | +4 | +2 |
25 | +d6+2 | +4 | +3 | +3 | +3 | +5 | +3 | Uncanny Greater Shot
26 | +d6+2 | +3 | +2 | +2 | +3 | +4 | +3 |
27 | +d6+2 | +3 | +2 | +3 | +3 | +5 | +2 |
28 | +d6+2 | +4 | +3 | +3 | +4 | +5 | +2 | Mark +4
29 | +d6+2 | +4 | +2 | +2 | +3 | +6 | +3 |
30 | +d6+2 | +5 | +3 | +3 | +4 | +6 | +3 | Impossible Shot;Swift Firing +3
[/table]
Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by 5.
Swift Firing - Add 1 to the minimum number of hits a multiple hit attack performs. Every 9 levels adds another 1 to the minimum. This is Passive.
Greater Shot - Increase Range of all Normal ranged attacks by 50%. At level 15, increase range of all Special ranged attacks by 50%. At level 25, double range of all ranged attacks.
True Aim - 1/Encounter ignore any negative penalties for hit and damage for one normal ranged attack.
Precision - 1/Encounter add 50 to Att for purposes of hitting and damage.
Impossible Shot - 1/Day, before making an attack, multiply your Att and Spd by 5 and use the new numbers to determine hit and damage of the attack. Allowed one reroll if miss.


Thrasher

{table]
Thrasher
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +3 | +1 | +0 | +0 | +2 | +0 | Charge
2 | +d8 | +2 | +1 | +1 | +1 | +2 | +1 |
3 | +d8 | +2 | +1 | +0 | +0 | +1 | +0 | Intimidation
4 | +d8 | +3 | +0 | +1 | +0 | +2 | +0 |
5 | +d8 | +3 | +1 | +1 | +1 | +2 | +1 | Rending
6 | +d8 | +2 | +0 | +1 | +0 | +1 | +1 |
7 | +d8 | +3 | +1 | +0 | +1 | +2 | +1 |
8 | +d8 | +3 | +1 | +1 | +0 | +2 | +0 | Charge +1
9 | +d8 | +2 | +1 | +1 | +1 | +3 | +1 |
10 | +d8 | +3 | +2 | +2 | +1 | +3 | +1 | Crippling Strike
11 | +d8+2 | +3 | +1 | +1 | +2 | +2 | +1 | Intimidation +1
12 | +d8+2 | +4 | +2 | +2 | +2 | +2 | +2 |
13 | +d8+2 | +3 | +1 | +2 | +1 | +3 | +1 |
14 | +d8+2 | +4 | +1 | +1 | +1 | +2 | +1 |
15 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +2 | Improved Rending;Charge +2
16 | +d8+2 | +3 | +1 | +2 | +2 | +2 | +2 |
17 | +d8+2 | +3 | +2 | +1 | +2 | +3 | +1 |
18 | +d8+2 | +4 | +2 | +2 | +1 | +3 | +2 |
19 | +d8+2 | +3 | +2 | +2 | +2 | +2 | +2 | Intimidation +2
20 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +3 | Whirling Attacks
21 | +d8+4 | +4 | +3 | +3 | +3 | +3 | +2 |
22 | +d8+4 | +5 | +2 | +2 | +2 | +4 | +2 | Charge +3
23 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
24 | +d8+4 | +5 | +2 | +3 | +3 | +4 | +2 |
25 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +3 | Uncanny Rending
26 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
27 | +d8+4 | +5 | +4 | +2 | +2 | +4 | +2 | Intimidation +3
28 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +2 |
29 | +d8+4 | +5 | +4 | +3 | +2 | +5 | +3 | Charge +4
30 | +d8+4 | +6 | +4 | +3 | +3 | +5 | +3 | Furious Wrath
[/table]
Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage. Every 7 levels adds 2 more spaces covered and 2 more damage, to a max of an extra 10 spaces and 10 damage dealt. This is Passive.
Intimidation - Find the difference between your Personality and the Target's Personality. If yours is higher the enemy's Att is decreased to 1/4. If even, it is decreased to 1/2. If their Personality is higher their Att is decreased to 3/4. Every 8 levels you gain a +10 circumstance bonus when determining your Personality.
Rending - When dealing damage, the enemy is considered to have -5 Def and -5 SpAtt when you attack them in melee. At level 15 the penalty goes up to -10. At level 25 it goes up to -15 and applies to allies adjacent to you.
Crippling Strike - 1/Encounter turn a melee attack into a crippling blow that places a -5 penalty on all of the Taget's stats for 5 rounds.
Whirling Attacks - 1/Encounter a normal melee attack can be used to hit all adjacent enemies and your Def gains +10 until the beginning of your next turn.
Furious Wrath - 1/Day you can unleash all melee 1 hit attacks you are capable of on one target, at the expense of being unable to attack on your next turn.


Leader

{table]
Leader
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +0 | +1 | +1 | +1 | +0 | +3 | Inspire
2 | +d8 | +0 | +1 | +0 | +1 | +1 | +2 |
3 | +d8 | +1 | +1 | +1 | +0 | +1 | +3 | Team Effort
4 | +d8 | +1 | +0 | +1 | +1 | +0 | +3 |
5 | +d8 | +0 | +1 | +1 | +1 | +1 | +3 | Flanking
6 | +d8 | +1 | +1 | +0 | +0 | +1 | +2 |
7 | +d8 | +0 | +1 | +1 | +1 | +0 | +3 |
8 | +d8 | +1 | +0 | +0 | +1 | +1 | +3 | Inspire +1
9 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 |
10 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 | Helping Hand
11 | +d8+2 | +0 | +2 | +2 | +2 | +1 | +4 | Team Effort +1
12 | +d8+2 | +1 | +2 | +1 | +1 | +2 | +3 |
13 | +d8+2 | +1 | +1 | +2 | +1 | +1 | +3 |
14 | +d8+2 | +2 | +2 | +1 | +2 | +1 | +4 |
15 | +d8+2 | +1 | +2 | +2 | +2 | +2 | +3 | Improved Flanking; Inspire+2
16 | +d8+2 | +1 | +3 | +2 | +3 | +2 | +4 |
17 | +d8+2 | +2 | +2 | +3 | +2 | +1 | +4 |
18 | +d8+2 | +2 | +3 | +2 | +3 | +2 | +4 |
19 | +d8+2 | +1 | +3 | +2 | +2 | +2 | +5 | Team Effort +2
20 | +d8+2 | +2 | +3 | +3 | +3 | +2 | +5 | Back to Back
21 | +d8+3 | +2 | +4 | +2 | +3 | +3 | +4 |
22 | +d8+3 | +1 | +3 | +3 | +3 | +2 | +4 | Inspire +3
23 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +4 |
24 | +d8+3 | +2 | +4 | +3 | +3 | +2 | +5 |
25 | +d8+3 | +3 | +3 | +3 | +3 | +3 | +5 | Uncanny Flanking
26 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +6 |
27 | +d8+3 | +3 | +3 | +4 | +3 | +2 | +5 | Team Effort +3
28 | +d8+3 | +2 | +4 | +3 | +3 | +3 | +5 |
29 | +d8+3 | +2 | +4 | +3 | +4 | +2 | +6 | Inspire +4
30 | +d8+3 | +3 | +4 | +4 | +4 | +3 | +6 | Stand Together
[/table]
Inspire - All adjacent allies have +2 Att and Def for the rest of Combat. Every 7 levels after 1st (8th, 15th, 22nd, 29th) Inspiration bonus increases by 4, up to +18 Att and Def at level 29.
Team Effort - Starting at 3rd level and every 8 levels after, then the Leader and one or more members of the group attempt to work together on an action, each member contributes +2 to the action's success (instead of just a +1). This is Passive.
Flanking - When the Leader is engaged in melee with an enemy with allies on the opposite side, bith the Leader and his allies gain +5 to Att and SpAtt that has a range of Melee. At Level 15 the bonus also works when Allies are to either side of the enemy, and the bonus is +10. At level 25 the Leader gives the bonus to his allies even if the Leader is 4 spaces away from the enemy, but allies still only get the bonus if they attack with melee. The bonus also improves to +15.
Helping Hand - 1/Encounter the Leader can restore an ally that has Fainted to 1/5 of their full health.
Back to Back - 1/Encounter, by gathering all the party into a close group, every member gains +15 their Def and SpDef , at -5 to their Att and SpAtt.
Stand Together - 1/Day the Leader can restore all the party to 2/3 their Health and cure all status effects and restore stat changes to normal. Allies with more than 2/3 their Health do not have their Health lowered.


Sneak

{table]
Sneak
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +1 | +0 | +2 | +0 | +2 | +1 | Surprise Attack
2 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Sneak
3 | +d6 | +0 | +1 | +1 | +0 | +2 | +1 |
4 | +d6 | +1 | +0 | +2 | +1 | +2 | +1 |
5 | +d6 | +1 | +1 | +2 | +1 | +3 | +1 | Dodger
6 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Surprise Attack +1; Sneak +1
7 | +d6 | +2 | +1 | +3 | +1 | +3 | +0 |
8 | +d6 | +1 | +0 | +2 | +1 | +3 | +1 |
9 | +d6 | +1 | +1 | +2 | +1 | +2 | +1 |
10 | +d6 | +2 | +1 | +3 | +1 | +3 | +2 | Cheap Shot; Sneak +2
11 | +d6+1 | +1 | +1 | +3 | +0 | +3 | +1 | Surprise Attack +2
12 | +d6+1 | +2 | +2 | +2 | +1 | +2 | +1 |
13 | +d6+1 | +2 | +1 | +2 | +1 | +3 | +1 |
14 | +d6+1 | +1 | +2 | +3 | +2 | +3 | +2 | Sneak +3
15 | +d6+1 | +2 | +2 | +3 | +2 | +3 | +2 | Improved Dodger
16 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +1 | Surprise Attack +3
17 | +d6+1 | +2 | +2 | +4 | +2 | +3 | +2 |
18 | +d6+1 | +3 | +2 | +3 | +1 | +3 | +2 | Sneak +4
19 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +3 |
20 | +d6+1 | +3 | +2 | +4 | +2 | +4 | +3 | Blinding Strike
21 | +d6+3 | +2 | +2 | +3 | +2 | +3 | +2 | Surprise Attack +4
22 | +d6+3 | +2 | +3 | +2 | +3 | +4 | +2 | Sneak +5
23 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
24 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
25 | +d6+3 | +4 | +3 | +4 | +3 | +5 | +4 | Uncanny Dodger
26 | +d6+3 | +3 | +2 | +4 | +2 | +4 | +3 | Surprise Attack +5; Sneak +6
27 | +d6+3 | +3 | +2 | +5 | +3 | +4 | +4 |
28 | +d6+3 | +4 | +2 | +4 | +3 | +5 | +4 |
29 | +d6+3 | +3 | +3 | +5 | +2 | +4 | +3 |
30 | +d6+3 | +4 | +3 | +5 | +3 | +5 | +4 | Assassinate; Sneak +7
[/table]
Surprise Attack - Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only. Every 5 levels increases the damage by 4, doing up to 24 bonus damage. This is Passive.
Sneak - Starting at level 2, You can spend 1 turn becoming hidden from an enemy. You can remain hidden for 4 rounds or until you attack an enemy. Your Speed is 1/2 while Sneaking. Every 4 levels grants +1 to movement and +3 rounds you can remain hidden.
Dodger - Area attacks have a 50% of doing only half damage. At level 15 they have a 50% of doing no damage and 50% of doing half damage. At level 25 they have 75% of doing no damage and 25% of doing half damage.
Cheap Shot - 1/Encounter a target hit by a Surprise Attack flinches for 3 rounds.
Blinding Strike - 1/Encounter you can cause an enemy that is Confused or Poisoned and Blind them as well. A Blind target reduces the accuracy of all his attacks by 50%. Inly attacks that have an Accuracy of "Never Miss" will not be reduced.
Assassinate - 1/Day from Sneak you can perform a Suprise Attack that ignored all of the target's Defenses and causes the target to flinch on their turn.



Step 5:
This is the most important step to me. Detail what your pokemon looks like. Body structure, how many limbs it has, doe sit have paws? Talons? Fists? Does it have no arms at all? Can it fly, and how? What is its favorite environment? Personality? Likes and dislikes? All the fluff goes here. But it's actually important. If you describe your pokemon as having a thin form and large claws, then it can do all kinds of Scratch attacks, but Tackle is not a likely attack of its. Once you've stated your pokemon and described it, I tell you your 2 starting Moves. You get 1 move every couple of levels, usually you have options as to which move you want to learn, similar to DnD 4e.


This is a world without Trainers, without pokeballs or pokegyms. There is no pokemart or pokecenter technically, instead replaced by the Market and the Clinic. When you are beaten in combat you faint. Your party can revive you if they have the means to do so, but if they can't then your character spends 2 days in the clinic. There's a small fee for the healing, but its not hihg.

The economy deals in Pokecoins. Character's do not start with any Pokecoins, but they do start with a couple of berries, and items are not hard to come by while adventuring. It's not a huge issue, as most things are rarely more than 100 pokecoins. Finding 7 coins off a defeated enemy is a lot. The rarest items, like stones, do cost as much as 1000 coins, but they have very good reasons for costing so much.

If you are interested, post here and I'll walk you through the steps to make a character. Creating the character is the hardest part becuase of the sheer number of options, but once you've made it, you get to enjoy playing a constantly growing pokemon of your own design.

This is like all of the starting moves. Basically if it was an attack I picked it if the site I was using said it was 40 dmg or less. This scale turned the damage from the site to a scale of only 1-10 dmg for most attacks.


Pound - Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Karate Chop - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg
Double Slap - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 85% Acc; 4 Dmg
Comet Punch - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 80% Acc; 6 Dmg
Pay Day - Normal(Normal); 1 Target - 3 Spaces; 96% Acc; 5 Dmg; 50% chance to drop 1d6 pokecoins
Scratch - Normal(Normal); 1 Target - Melee; 98% Acc; 5 Dmg
Bind - Normal(Normal); 1 Target - Melee; 75% Acc; 3 Dmg; Enemy takes 2 Dmg for 1d4+1 rounds
Double Kick - Normal(Fighting); 1 Target - Melee(Hit 1d4+1 Times); 95% Acc; 7 Dmg
Sand attack - Status(Ground); 4 Spaces Cone; 90% Acc; Acc of Target's Moves decreased by 10
Fury Attack - Normal(Normal); 1 Targets - Melee (Hit 1d4+1 Times); 88% Acc; 5 Dmg
Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Wrap - Normal(Normal); 1 Target - Melee; 85% Acc; 3 Dmg; Enemy takes 1 Dmg for 1d4+1 rounds
Poison Sting - Normal(Poison) - 1 Target - 6 Spaces; 100% Acc; 3 Dmg; 20% chance to poison
Twin Needle - Normal(Bug) - 1 Target - 2 Spaces (Hit 1d4+1 Times); 96% Acc; 6 Dmg
Pin Missle - Normal(Bug) - 1-3 Targets - 8 Spaces (Hit Each 1d4 Times); 88% Acc; 3 Dmg
Leer - Status(Normal); 1 Target - 8 Spaces; 92% Acc; Target -3 Def
Tail Whip - N/A(Normal); 1 Target - Melee; 96% Acc; Target -4 Def
Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att
Sing - Status(Normal); All Targets in 6 Spaces; 55% Acc; Targets affected with Sleep for 1d4+2 rounds
Supersonic - N/A(Normal); 1 Target - 5 Spaces; 60% Acc; Target is Confused for 1d4+1 rounds
Disable - Status(Normal); 1 Target - 4 Spaces; 55% Acc; Target's last move is Disabled
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Water Gun - Special(Water); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Peck - Normal(Flying); 1 Target - Melee; 95% Acc; 6 Dmg
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Growth - Status(Normal); Self; User gains +3 SpA
Poison Powder - Status(Poison); All Enemies in 4 Spaces; 75% Acc; Targets are Poisoned
Stun Spore - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets are Paralyzed
Sleep Powder - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets Sleep for 1d4+1 rounds
String Shot - Status(Bug); 1 Target - 7 Spaces; 95% Acc; Target -4 Spe
Fire Spin - Special(Fire); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 3 dmg for 1d4 rounds
Thunder Shock - Special(Electric); 1 Target - 6 Spaces; 95% Acc; 7 Dmg; Target 15% Paralyzed
Meditate - Status(Psychic); Self; User gains +1 Att, +1 SpA, +1 Per
Quick Attack - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 7 Dmg
Harden - Status(Normal); Self; +3 Def
Withdraw - Status(Water); Self; +2 Def
Defense Curl - Status(Normal); Self; +4 Def
Focus Energy - Status(Normal); Self; Next attack 30% Crit (x3 Dmg)
Bide - Normal(Normal); 1 Target - 6 Spaces; If user takes any Dmg, user deals x2 Dmg to Target
Lick - Normal(Ghost); 1 Target - Melee; 95% Acc; 5 Dmg; Target 20% Paralyzed
Smog - Special(Poison); 1d4 Targets in 3 Spaces; 70% Acc; 4 Dmg; Target 15% Poisoned
Clamp - Normal(Water); 1 Target - Melee; 70% Acc; 7 Dmg; Enemy takes 3 Dmg for 1d4 rounds
Spike Cannon - Normal(Normal); 1 Target - 6 Spaces(Hit 1d4 Times); 92% Acc; 4 dmg
Constrict - Normal(Normal); 1 Target - Melee; 95% Acc; 2 Dmg; Target 10% -3 Spe
Barrage - Normal(Normal); 1 Target - 4 Spaces(Hit 1d4+1 Times); 85% Acc; 5 Dmg
Leech Life - Normal(Bug); 1 Target - 3 Spaces; 95%; 5 Dmg; User restores 1/4 Dmg dealt
Transform - Status(Normal); Self; Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Bubble - Special(Water); 3 Spaces Cone; 100% Acc; 4 Dmg; Target -2 Spe
Splash - Status(Normal); Self; No affect
Fury Swipes - Normal(Normal); 1 Target - Melee(Hit 1d4+1 Times); 80% Acc; 3 Dmg
Sharpen - Status(Normal); Self; +4 Att
Triple Kick - Normal(Fight); 1 Target - Melee (Hit 3 times); 90% Acc; 6 Dmg
Thief - Normal(Dark); 1 Target - 2 Spaces; 95% Acc; 6 Dmg; 50% Steal item Target is carrying
Flail - Normal(Normal); 1 Target - Melee; 100% Acc; At 100% HP - 4 Dmg; at 75% - 7 Dmg; at 50% - 10 Dmg; at 25% - 14 Dmg; at 10% - 18 Dmg
Cotton Spore - Status(Grass); All Enemies in 4 Spaces; 85% Acc; Target(s) -4 Spe
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe
Mach Punch - Normal(Fighting); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Scary Face - Status(Normal); All Enemies in 3 Spaces; 90% Acc; Target(s) -8 Spe
Mud-Slap - Special(Ground); 3 Spaces Cone; 95% Acc; 5 Dmg; 60% Acc of Target(s)' Moves decreased by 10
Foresight - Status(Normal); 1 Target - 8 Spaces; 100% Acc; Ignore target's resistances
Bone Rush - Normal(Ground); 1 Target - 5 Spaces; 80% Acc; 7 Dmg; 10% Target Flinches
Endure - Status(Normal); Self; Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fury Cutter - Normal(Bug); 1 Target - 2 Spaces; 95% Acc; 3 Dmg; Consecutive successes Double the Dmg for this attack
Mean Look - Status(Normal); 1 Target - 8 spaces; 100% Acc; Target cannot Flee
Encore - Status(Normal); 1 Target - 6 Spaces; 95% Acc; Target must keep using the last move for 1d4+2 rounds
Pursuit - Normal(Dark); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; If enemey is trying to Flee, deal x4 Dmg
Rapid Spin - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 5 Dmg; 2 Dmg to Enemies adjacent to Target
Sweet Scent - Status(Normal); All Enemies in 5 Spaces; 100% Acc; Moves Acc to hit Target(s) increased by 5
Twister - Special(Dragon); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; 3 Dmg to Enemies adjacent to Target
Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def
Whirlpool - Special(Water); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 1 Dmg for 1d4 rounds
Fake Out - Normal(Normal); 1 Target - Melee; 100% Acc; 8 Dmg; Target Flinches
Charge - Status(Electric); Self; +3 SpA
Helping Hand - Status(Normal); Self and 1 Ally in 2 Spaces; Switch places with Ally and they gain +2 Att and +1 Spe
Yawn - Status(Normal); 1 Target - 6 Spaces; 100% Acc; After Target's next Move, Target Sleeps for 1d4 rounds
Knock Off - Normal(Dark); 1 Target - Melee; 100% Acc; 4 Dmg; Knocks enemy back 1 Space and breaks Grappling attacks
Arm Thrust - Normal(Fighting); 1 Target - Melee(Hit 1d4 Times); 95% Acc; 3 Dmg
Mud Sport - Status(Ground); All in 8 Spaces; 100% Acc; All Electric attacks do 1/2 Dmg in area
Water Sport - Status(Water); All in 8 Spaces; 100% Acc; All Fire attacks do 1/2 Dmg in area
Ice Ball - Normal(Ice); 1 Target - 8 Spaces; 90% Acc; 6 Dmg; 5% Target is Frozen
Astonish - Normal(Ghost); 1 Target - 4 Spaces; 95% Acc; 5 Dmg; 40% Target Flinches
Sand Tomb - Normal(Ground); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; 65% Target -5 Spe
Bullet Seed - Normal(Special); 1 Target - 6 Spaces(Hit 1d6+1 Times); 100%; 2 Dmg
Howl - Status(Normal); Self; +4 Att
Bulk Up - Status(Fighting); Self; +3 Att and +2 Def
Rock Blast - Normal(Rock); 3 Space Cone; 80% Acc; 5 Dmg
Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 9 Dmg
Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen
Shadow Sneak - Normal(Ghost); 1 Target - Melee; 110% Acc; 9 Dmg; Always does 9 Dmg, regardless of Defense
Calm Mind - Status(Psychic); Self; +2 Def and +2 SpD
Double Hit - Normal(Noraml); 1 Target - Melee(Hit 2 Times); 90% Acc; 6 Dmg

When you create your pokemon, Two of these attacks will be given to you. You pick which two you would like, but the GM makes the final decision on which two attacks you'll start with.

YPU
2009-08-06, 03:42 PM
I really like the idea and how your doing it, but you do need to take another look at the tables, I think there are some people on the forum who actually understand how they work, believe it or not. And by the time I post this one of them has probably PM’ed or posted the right way to create them.

Croverus
2009-08-06, 03:49 PM
Already fixed them myself

Baron Corm
2009-08-06, 03:50 PM
I disagree with tying type to initial stats. Though certain types do tend to have certain stats, there are plenty of exceptions for each type. Take a look at dusknoir compared to gengar. Or aerodactyl compared to rhydon. Plus, your system doesn't allow for dual-types, which make for some of the most interesting pokemon. Leave typing as a damage/saving throw increaser/decreaser.

I also disagree with the way you did classes. It doesn't feel like pokemon at all. Maybe you should have class features similar to abilities, like Intimidate, Pressure, and so on. It's the only thing you left out and it seems like it would fit nicely there. If you do this, allow players to choose from a list of abilities to improve at each level, to further differentiate their pokemen.

Eloel
2009-08-06, 04:01 PM
Random evolving tables don't work as they should. If some pokemon has 2 evolutions, and rolls 27-30 for first evolution, they're screwed for the 2nd evolution. Maybe you should make the latter tables 'X levels after 1st evolution', for ease of use.

Strawman
2009-08-06, 04:02 PM
Will there be a huge variety of moves like in the games, or will it be more limited? I imagine a template could be used to easily make pokemon-specific moves. They would just need to have simple effects (98% accuracy, 10 damage, burn 20%, etc).

Croverus
2009-08-06, 04:11 PM
I'm taking moves from the game and building them on tables similar to the power choices in 4ed. I am 1 person trying to write an RPG with rules on par with a full d&D game. This is my 1st draft. I plan to add more things in, like Feats that emulate Dual-type pokemon.

I might fix the evolution so that if you evolve more than once, the earlier evolutions have no chance of evolving at such a late time.

I eventually want to expand the level cap to 60, but that is long term goal. I'm looking for people to start working with this so I cna find what works and what doesn't. What I can get rid of completely and what I can get better at. This is more like Pokemon DnD than the Gameboy pokemon. Yuo are making a pokemon from scratch, so some things work, some things don't.

Croverus
2009-08-06, 04:14 PM
Random evolving tables don't work as they should. If some pokemon has 2 evolutions, and rolls 27-30 for first evolution, they're screwed for the 2nd evolution. Maybe you should make the latter tables 'X levels after 1st evolution', for ease of use.

I think I fixed the evo tables, what do you think?

Eloel
2009-08-06, 04:14 PM
Well, I can't help with the 4e mechanics, but I can help with ideas & anything 3e, if you feel you need help.

Croverus
2009-08-06, 04:16 PM
Will there be a huge variety of moves like in the games, or will it be more limited? I imagine a template could be used to easily make pokemon-specific moves. They would just need to have simple effects (98% accuracy, 10 damage, burn 20%, etc).

I like the simple way you describe the power stats. They'll also say it they are special or normal or a stat changer. I'm eliminating PP and instead its times/encounter and times/day

Eloel
2009-08-06, 04:17 PM
I think I fixed the evo tables, what do you think?

It still can break down, the latter evolutions should not have anything lower than the lower evolutions on their level scale, 1 in a million chance can happen :)

Croverus
2009-08-06, 04:20 PM
I will gladly take all the help I can.

Most people adapt the rules of a game to their model. I'm recreating an entire rule system. Some stuff is gonna need work.

zagan
2009-08-06, 04:22 PM
It's probably design choice but I found two thing weird.

First: As Baron corm said your system don't allow double type any specific reason ?

Second: You allow for pokemon to evolve up to 3 time in the original no pokemon that currently exist can evolve more than 2 time. I find your choice curious.

In any case it's great idea and I wish you luck with it.

Croverus
2009-08-06, 04:27 PM
It's probably design choice but I found two thing weird.

First: As Baron corm said your system don't allow double type any specific reason ?

Second: You allow for pokemon to evolve up to 3 time in the original no pokemon that currently exist can evolve more than 2 time. I find your choice curious.

In any case it's great idea and I wish you luck with it.

This is a very rough version, my 1st draft really. I'm working on how to add in dual-types without breaking stats, maybe creating optional dual type where you lose a few stats but gain more. I need a reason to make duel stats appealing, but not overpowered. Some combinations of type become stupid powerful. I hope to avoid that. Since randomly pikcing your statistics is optional, it would be easy to abuse dual types by figuring out which combination has the fewest weaknesses.

As for evolving 3 times, its mostly an idea I had that I was iffy about in the first place, I'll probably get rid of it. I'm not very attached to that way of evolving and will give it up without complaint if it seems out of place. It would make evolution methods simpler...

Croverus
2009-08-06, 04:47 PM
Got rid of the Three evolutions option. You can evolve up to only 2 times now. It's simplified my evolution table. That should help a bit. I'm trying to figure out the best way to use dual-type and Abilities. Thinking about maybe a Feat system...

YPU
2009-08-06, 04:50 PM
Your working with dnd 4 E as a reference here right?
What if the evolutions work more like 4E paragon and Epic paths?
At a specific levels you pick to either split up to a new path and pick at least half your powers from that path instead, or continue on your current math. The same happens later on.

That way there will be more balance in evolving, right?

EDIT: For multi typing, have you looked at the preview of Hybrid in 4e? dnd insider has a preview from PHB3. Might be what your after.

AeonWarior
2009-08-06, 06:39 PM
I'm taking moves from the game and building them on tables similar to the power choices in 4ed. I am 1 person trying to write an RPG with rules on par with a full D&D game. This is my 1st draft. I plan to add more things in, like Feats that emulate Dual-type Pokémon.

I understand why Dual-type may need a feat. I like the idea of more liberal choosing of moves over you learn x move at y level though $ed is not my strong point.


This is more like Pokémon DnD than the Gameboy Pokémon. You are making a Pokémon from scratch, so some things work, some things don't.

Even if your using a canonical Pokémon, character creation will be the same as making a new one rules wise. (not that I'm against making up new Pokémon) And a Pokémon Pen and Paper RPG would be more like mystery dungeon then the mainstream Pokémon games. (but Croverus kind of pointed that out in his original post)


As for evolving 3 times, its mostly an idea I had that I was iffy about in the first place, I'll probably get rid of it. I'm not very attached to that way of evolving and will give it up without complaint if it seems out of place. It would make evolution methods simpler...

yes and you forgot branched evolution, not that it'll come up very often because the player will probably know the branch they are going for when they make the character anyway

Croverus
2009-08-07, 01:01 PM
So, does anyone want to try setting up a character? I want to at least try playtesting the rules system a little bit. Then I can start adding a Feat system to give pokemon access to dual typing, gaining Abilities, and improving certain actions or attacks.

Croverus
2009-08-07, 02:26 PM
Ok, created a brief example of a pokemon. Rolled Ice Type, Naughty Nature, and 2 Evolutions, 1st between 10-16 and 2nd between 27-30. I Made him into a Thrasher because of how I described him. Its basiacly a grim reaper style of pokemon.


Lv1 Sickle, the Grim Pokemon
Ice Type, Naughty Nature
Role - Thrasher
Stats
Att 11; Def 6; SpA 8; SpD 4; Spe 7; Per 6
HP - 13/13

Moves:
Scratch - Normal; 1 Target - Melee; 98% Acc; 4 Dmg
Leer - N/A; 1 Target - 8 Spaces; 92% Acc; Target -3 Def
EMPTY
EMPTY

Special Abilities:
Charge - +2 to Spaces and Dmg of full body attacks


Evolution - 2 Evolutions
1st - Level 12 = +2 Att, +1 SpA, +1 Spe, +1 Def, +1 SpD
2nd - Level 28 = +4 Att, +3 SpA, +3 Spe, +3 Def, +2 SpD, +2 Per

Description
Stage 1 - Sickle, the Grim Pokemon. This cold pokemon follows around sick pokemon. They watch with small blue eyes hidden under their white cloaks. The cloaks are made from a special ice-silk produced by the Sickle's body. It often rubs its icey claws togeter, making loud scraping noises.
Stage 2 - Dreadsur, the Scythe Pokemon. Often seeks out badly injured pokemon and stalks them with it's skull-like face. It's icey claws are very long and extremely sharp. When pokemon are too injured to be healed, Dreadsur will get very close, breathing its chilley breath on the victim.
Stage 3 - Reapeant, the Reaper Pokemon. Rumors say these rare pokemon gather the souls of pokemon who can not be revived, taking them to the next life. They also hunt Ghost pokemon who cause too much trouble. Their left claw is much larger than their right, and only has 3 fingers, two of which are measured to be over a foot long. The right claw has 5 fingers.

That is the full stats of this pokemon at Level 1. I decided that the Descriptions worked as a way to give a description of the pokemon, but also doubled as an entry in a Pokedex. There isn't an actual pokedex in this game, but I hope to eventually take characters that have been fully completed and retired into a future game that actually has Trainers and people, and rather than use pokemon that already exist, use these pokemon created in this game.

Llama231
2009-08-07, 02:33 PM
On the topic of the base stats for types, Bulbapedia can help out.

For example, fire (http://bulbapedia.bulbagarden.net/wiki/Fire_(type)) types should probably have
Att: 5
Def: 2
Sp Attk: 6
Sp Def: 3
Speed: 3
Or something.

Also, if accuracy and evasiveness is based on Speed, then it will become BY FAR the most important stat.

Otherwise, I highly commend you on this project! :smallbiggrin:


Oh, and I support the idea of evolutions=PP/ED.

Croverus
2009-08-07, 02:44 PM
On the topic of the base stats for types, Bulbapedia can help out.

For example, fire (http://bulbapedia.bulbagarden.net/wiki/Fire_(type)) types should probably have
Att: 5
Def: 2
Sp Attk: 6
Sp Def: 3
Speed: 3
Or something.

Also, if accuracy and evasiveness is based on Speed, then it will become BY FAR the most important stat.

Otherwise, I highly commend you on this project! :smallbiggrin:

Speed does not immedietly determine Accuracy. It helps. But each attack his its own accuracy. Accuracy can range anywhere from 10% chance to hit to 200%. The reason for the above 100% is because your accuracy can be lowered. If an attack hits no matter what, then it listed as having an accuracy of Always. Spe, combined with the appropriate Att or SpA, will go up against Spe vs the appropriate Def or SpD to determine how much the damage does more or less than its base.

As far as what the stats should look like, all types have a toatl base stat score of 30. All of them. This way it is more or less fair how they mix. Its so that no pokemon type is truely that much stronger or weaker than another. This also makes every type equally desirable. If Player A wants a Steel type, its base stats are still the same as Player B's more common Bug type. Randomly you get certain types more often because of their resistances and weaknesses, but statistically everyone is evened out.

Strawman
2009-08-07, 02:57 PM
Assuming I did it right...

Lvl 1 Taji, the monk pokemon.
Fighter Type, Lax Nature
Role - Leader
Stats
Att 9; Def 11; SpA 4; SpD 5; Spe 6; Per 8
Hp - 8

Moves:

Special Abilities:
Inspire - All adjacent allies have +2 Att and Def for the rest of Combat.

Evolution - 1 Evolutions
1st - Level 23 = +4 Att, +4 Def, +3 SpA, +3 Spe, +3 Per

Description
Stage 1 - Taji, the Monk Pokemon. This rodent pokemon walks on its hind legs and holds its hands together. Although a fighter type, Taji prefer to avoid hurting their opponent. Their fingers are extremely strong, but their nails are too blunt to do damage. They have tough heads.
Stage 2 - Taiki, the Abbot Pokemon. This rodent pokemon is as large as a human. It walks around on its hind legs and likes to protect groups of Taji. Taiji have long thick fingers capable of incredible strength, and their nails have dissappeared. They have a hard bone shaped like a hood on their head.

Llama231
2009-08-07, 03:10 PM
Speed does not immediately determine Accuracy. It helps. But each attack his its own accuracy. Accuracy can range anywhere from 10% chance to hit to 200%. The reason for the above 100% is because your accuracy can be lowered. If an attack hits no matter what, then it listed as having an accuracy of Always. Spe, combined with the appropriate Att or SpA, will go up against Spe vs the appropriate Def or SpD to determine how much the damage does more or less than its base.

As far as what the stats should look like, all types have a total base stat score of 30. All of them. This way it is more or less fair how they mix. Its so that no pokemon type is truely that much stronger or weaker than another. This also makes every type equally desirable. If Player A wants a Steel type, its base stats are still the same as Player B's more common Bug type. Randomly you get certain types more often because of their resistances and weaknesses, but statistically everyone is evened out.

Still, lets say a slow but powerful and a fast but weak ones fight. Weak is faster, goes first hits, does 1 damage. Slow goes next, misses. Weak hits, 1 damage. Slow misses. Etc. If you are fast enough you will always hit first, you will hit, and you won't miss. Also, if you are fast and offensive, you will shred something balanced. I challenge you to name ANY, anything that has combat, in which mobility and min-maxed power totals slow or balanced competitors. Still, since the base stats are not really that much of an influence, it should not really be tto much of a problem.

As for the same base totals, look at D&D. There is a reason that we don't use it, you could have one thing that has stats like this: 10/12/14/16/10/16, and another with stats like this: 40/2/2/32/2/2. Which will be better? It's why Monks suck and Wizards rule, why we have munchkins and drop stats.

Additionally, are we doing type advantages, etc? Then the steel will surely be better than the bug simply by typing. Maybe worse types like bug and poison could have more min-maxed stats than strong ones like dragon or steel?

Croverus
2009-08-07, 03:11 PM
Assuming I did it right...

Lvl 1 Taji, the monk pokemon.
Fighter Type, Lax Nature
Role - Leader
Stats
Att 9; Def 11; SpA 4; SpD 5; Spe 6; Per 8
Hp - 8

Moves:

Special Abilities:
Inspire - All adjacent allies have +2 Att and Def for the rest of Combat.

Evolution - 1 Evolutions
1st - Level 23 = +4 Att, +4 Def, +3 SpA, +3 Spe, +3 Per

Description
Stage 1 - Taji, the Monk Pokemon. This rodent pokemon walks on its hind legs and holds its hands together. Although a fighter type, Taji prefer to avoid hurting their opponent. Their fingers are extremely strong, but their nails are too blunt to do damage. They have tough heads.
Stage 2 - Taiki, the Abbot Pokemon. This rodent pokemon is as large as a human. It walks around on its hind legs and likes to protect groups of Taji. Taiji have long thick fingers capable of incredible strength, and their nails have dissappeared. They have a hard bone shaped like a hood on their head.

Very cool, the one thing tha tI forgot to mention is HP. You average your two defense stats together (so Def 11 + SpD 5 = 16/2 = 8) and add that to the classes base. So you have 16 HP.
I'll give this pokemon Tackle and Focus Energy
Tackle - Normal; 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Focus Energy - N/A; Self; 30% Next attack Crits (x3 dmg)

Croverus
2009-08-07, 03:20 PM
Still, lets say a slow but powerful and a fast but weak ones fight. Weak is faster, goes first hits, does 1 damage. Slow goes next, misses. Weak hits, 1 damage. Slow misses. Etc. If you are fast enough you will always hit first, you will hit, and you won't miss. Also, if you are fast and offensive, you will shred something balanced. I challenge you to name ANY, anything that has combat, in which mobility and min-maxed power totals slow or balanced competitors. Still, since the base stats are not really that much of an influence, it should not really be tto much of a problem.

As for the same base totals, look at D&D. There is a reason that we don't use it, you could have one thing that has stats like this: 10/12/14/16/10/16, and another with stats like this: 40/2/2/32/2/2. Which will be better? It's why Monks suck and Wizards rule, why we have munchkins and drop stats.

Additionally, are we doing type advantages, etc? Then the steel will surely be better than the bug simply by typing. Maybe worse types like bug and poison could have more min-maxed stats than strong ones like dragon or steel?

Accuracy is mostly dependent on the move, not your stats. If the big guy thats slow uses Tackle, he's got a 95% to hit, maybe a little lower. Still he's got a good chance to hit, and when he does, he'll smash the little guy.

We won't know for sure how well the stats work until they get played. I made a melee fighter out of an Ice type, which had a 3 for Att, now it has an 11. See? The 5 free stats you place, the nature, and the role make up for the min maxed stats. They're just starting points and let a person know "this type is pretty good at these stats BEFORE you add Nature, Role and spend your 5 stats.

Llama231
2009-08-07, 03:23 PM
Accuracy is mostly dependent on the move, not your stats. If the big guy thats slow uses Tackle, he's got a 95% to hit, maybe a little lower. Still he's got a good chance to hit, and when he does, he'll smash the little guy.

We won't know for sure how well the stats work until they get played. I made a melee fighter out of an Ice type, which had a 3 for Att, now it has an 11. See? The 5 free stats you place, the nature, and the role make up for the min maxed stats. They're just starting points and let a person know "this type is pretty good at these stats BEFORE you add Nature, Role and spend your 5 stats.

Well that seems better.

Croverus
2009-08-07, 03:40 PM
Strawman has a pretty cool pokemon now. You should try making one too Llama. The more pokemon made the better.

AeonWarior
2009-08-07, 04:15 PM
Its still a work in progress but

Name:Gatnos, the black fear (I suck at making names)
Type:Dark (legendary)
Nature:Calm (cold, calculating and unforgiving to be exact)
Role:Leader
Att:7
Def:8
SpAtt:10
SpDef:11
Spd:7
Per:5
HP:27

Moves:
I'll think of what moves he knows later can't think of what ones to use


No Evolution (legendary)



Abilities:

Inspire

(I think legendaries should have unique abilities but I cant think of some right now)

Appearance:
Gatnos stands on all fours is about half as tall as a human,
at first glance it body looks like its made of some black metal but on a closer inception it is made out of some crystalline substance,
Gatnos' form has lots of jagged edges at its joints
(I was thinking something along the lines of a wolf-like Pokémon that looked like it had heavy armor, I originally was trying to make a legendary that who'd be used as a main villain)

zagan
2009-08-07, 04:20 PM
Ok, I like your exampleI I will try to create a pokemon from scratch, seeing that i know next to nothing about 4ed at the very least we will see if that help me or hinder me.

Step1:
I choose a Steel type pokemon, planing to give him the appearence of a flying sword.

That give me the following base stat:
Att: 8 Def: 8 SpAtt: 3 SpDef: 3 Spd: 4 Pre: 4

Step2:
Let's see he will be Lonely that give us:
Att: 11 Def: 5 SpAtt: 3 SpDef: 3 Spd: 4 Pre: 4

Step3:
5 point to distribute, Hum ok +2 to Spd, +1 to Pre and +2 to Att
for a total of:
Att: 13 Def: 5 SpAtt: 3 SpDef: 3 Spd: 6 Pre: 5

Now evolution, say once into a Bigger sword, the stat change again:
Att: 14 Def: 6 SpAtt: 4 SpDef: 4 Spd: 7 Pre: 6

Now we decid when he will evolve, very late I imagine so 30 and when evolvong he will gain:
+5 to Att, +4 to Spd, +4 to Pre, +4 to Def, +3 to SpAtt and +3 to Spdef

Step4:
A role well the Trasher seem perfect. That give us a final set of stat:
Att: 17 Def: 7 SpAtt: 4 SpDef: 4 Spd: 9 Pre: 6

Step5: It's a flying sword woth one eyes on each side of the handle no mouth pretty simple design look really sharp. Probably living in zone of regular combat.

His stat block now ressemble:

Lv1 Sharp, the sword pokemon
Steel type, Lonely nature
Role- Trasher
Stat:
Att: 17 Def: 7 SpAtt: 4 SpDef: 4 Spd: 9 Pre: 6
Hp: 13 (need to add how to calculate it in the first post)

Moves:
Scratch - Normal; 1 Target - Melee; 98% Acc; 4 Dmg
Leer - N/A; 1 Target - 8 Spaces; 92% Acc; Target -3 Def
EMPTY
EMPTY

Special abilities:
Charge - +2 to Spaces and Dmg of full body attacks

Evolution - 1 Evolutions
1st - level 30 = +5 Att, +4 Def, +3 SpAtt, +3 SpDef, +3 Spd, +4 Pre

Description:
Stage1 : Sharp ressemble a flying sword, he has a silver blade and a black handl. He has 2 small white eyes on each side of the handle at the base of the blade. They generally mesure between 3' and 3'5''

Stage2: Claymore ressemble really big sword mesuring between 6' and 6'5''. Their Blade is still silver but with red line along the edge and the handle is now black and white. A black guard now protect the base of the blade. The two eyes a now two whit jewel on the guard.

Ok, we have our pokemon still a few thing are missing for example i want to give him the Levivate special abilitie, no way to do that yet.
I think that a list of abilitie need to be create with their effect and a consequence on the stat of the pokemon example:

Levitate: The pokemon float a few feet above ground he is immune to ground attack.
Cost: -3 att, -3 pre and/or can't learn any ground attack

The cost of course depend on the the power of the ability some ability could be detrimental and in that case the cost is a bonus.

Step3 could be separate in 2 or 3 part to make thing a little easier.

Finally a list of attack need to be create, I use the one you give as example for your pokemon because they fit but I don't know how to convert existing attack for the system.

I hope this long post will help you.

Croverus
2009-08-07, 04:31 PM
Its still a work in progress but

Name:Gatnos, the black fear (I suck at making names)
Type:Dark (legendary)
Nature:Calm (cold, calculating and unforgiving to be exact)
Role:Leader
Att:7
Def:8
SpAtt:10
SpDef:11
Spd:7
Per:5
HP:27

Moves:
I'll think of what moves he knows later can't think of what ones to use


No Evolution (legendary)



Abilities:

Inspire

(I think legendaries should have unique abilities but I cant think of some right now)

Appearance:
Gatnos stands on all fours is about half as tall as a human,
at first glance it body looks like its made of some black metal but on a closer inception it is made out of some crystalline substance,
Gatnos' form has lots of jagged edges at its joints
(I was thinking something along the lines of a wolf-like Pokémon that looked like it had heavy armor, I originally was trying to make a legendary that who'd be used as a main villain)

Its a cool idea... but technically since your pokemon basically jsut came into being, no one gets a legendary. That's like saying (I know we're all doing 3.5 an 1st level, but I'm gonan gestalt at lv 5, ok guys?)

So yeah. Nice idea, but I won't let you play a legendary.

AeonWarior
2009-08-07, 04:35 PM
Ok, we have our Pokémon still a few thing are missing for example i want to give him the Levitate special abilities, no way to do that yet.
I think that a list of abilities need to be create with their effect and a consequence on the stat of the Pokémon example:

Levitate: The Pokémon float a few feet above ground he is immune to ground attack.
Cost: -3 att, -3 pre and/or can't learn any ground attack

The cost of course depend on the the power of the ability some ability could be detrimental and in that case the cost is a bonus.

Levitate should also allow travel over normally traversable like water or magma as if the Pokémon was flying. other abilities should have utility effects

zagan
2009-08-07, 04:39 PM
Well yes that too, but it was just an example I didn't think about all the implacation.

Some utilitie ability would probably have very low cost or none at all.

Croverus
2009-08-07, 04:40 PM
Levitate should also allow travel over normally traversable like water or magma as if the Pokémon was flying. other abilities should have utility effects

What about how levitate worked in Pokemon dungeon rescue? Yes you can fly over terrain, but if its something like lava you can still be hurt by it. Sicne you're only a foot ro two from the surface.

I'm wokring on more things that pokemon can do based on type, and working on Feats that allow a pokemon to have abilities like Levitate. But like I said, I need to work with the basics. Think of this a Pokemon RPg 1.0 (well, by now its like 1.1.6)

It's gonna be a few updates before we can do things like dual-types.

zagan
2009-08-07, 04:43 PM
I'm in no hurry it's was just a proposition. I'm looking forward to what you planed.

Croverus
2009-08-07, 04:49 PM
Zagan, personally I think your pokemon would have Tackle and Harden instead of Scratch and Leer. That's just my opinion. Tackle is already up, I listed it for Strawman's pokemon Harden would probably work like this:
Harden - N/A; Self; +3 Def

Are you ok with that? Since your pokemon is a Thrasher, he'd gain the +2 bonus to dmg and the number of spaces he covers with tackle

zagan
2009-08-07, 04:55 PM
Well yeah, Tackle is nice but when I think about it to me it's sound more like bludgeoning damage than slashing, but I don't know if 4ed use the distinction.

I didn't think of Harden but you're right it work better.

Croverus
2009-08-07, 05:02 PM
Ok, well I'll make a list of Lv 1 attacks available to everyone. Special attacks will be harder but I'll try and look at special attacks that do very little damage.

zagan
2009-08-07, 05:06 PM
I will take a look myself later, but it will have to wait good night.

AeonWarior
2009-08-07, 05:07 PM
Well yeah, Tackle is nice but when I think about it to me it's sound more like bludgeoning damage than slashing, but I don't know if 4ed use the distinction.

I didn't think of Harden but you're right it work better.

well in the case of sharp it wold be slashing or piercing aneway because hes a sword.

zagan
2009-08-08, 04:53 AM
Yes that why I choose scratch originally.

Croverus
2009-08-08, 01:00 PM
This game doesn't have a differenc between blunt and slashing damage, so either of them could work.

zagan
2009-08-08, 01:14 PM
In that case yes Tackle work perfectly.

I got a site that you might be interest in it got an attacdex that can be customized to only affiched attack depending on certain critere like type, puissance, precision etc...

It's in french but the english name of the attack is list and can be use as a critere for displaying at the very least you can use it and crossreference with an english site like serebii.net.

Anyway here the site: Pokebip Attackdex (http://www.pokebip.com/pokemon/pokedex/liste_des_attaques_4g_1.html)

Croverus
2009-08-08, 02:16 PM
Thanks, I'll go through it and start picking out attacks that will be available at 1st levels.

Croverus
2009-08-08, 07:09 PM
This is like all of the starting moves. Basically if it was an attack I picked it if the site I was using said it was 40 dmg or less. This scale turned the damage from the site to a scale of only 1-10 dmg for most attacks.


Pound - Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Karate Chop - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg
Double Slap - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 85% Acc; 4 Dmg
Comet Punch - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 80% Acc; 6 Dmg
Pay Day - Normal(Normal); 1 Target - 3 Spaces; 96% Acc; 5 Dmg; 50% chance to drop 1d6 pokecoins
Scratch - Normal(Normal); 1 Target - Melee; 98% Acc; 5 Dmg
Bind - Normal(Normal); 1 Target - Melee; 75% Acc; 3 Dmg; Enemy takes 2 Dmg for 1d4+1 rounds
Double Kick - Normal(Fighting); 1 Target - Melee(Hit 1d4+1 Times); 95% Acc; 7 Dmg
Sand attack - Status(Ground); 4 Spaces Cone; 90% Acc; Acc of Target's Moves decreased by 10
Fury Attack - Normal(Normal); 1 Targets - Melee (Hit 1d4+1 Times); 88% Acc; 5 Dmg
Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Wrap - Normal(Normal); 1 Target - Melee; 85% Acc; 3 Dmg; Enemy takes 1 Dmg for 1d4+1 rounds
Poison Sting - Normal(Poison) - 1 Target - 6 Spaces; 100% Acc; 3 Dmg; 20% chance to poison
Twin Needle - Normal(Bug) - 1 Target - 2 Spaces (Hit 1d4+1 Times); 96% Acc; 6 Dmg
Pin Missle - Normal(Bug) - 1-3 Targets - 8 Spaces (Hit Each 1d4 Times); 88% Acc; 3 Dmg
Leer - Status(Normal); 1 Target - 8 Spaces; 92% Acc; Target -3 Def
Tail Whip - N/A(Normal); 1 Target - Melee; 96% Acc; Target -4 Def
Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att
Sing - Status(Normal); All Targets in 6 Spaces; 55% Acc; Targets affected with Sleep for 1d4+2 rounds
Supersonic - N/A(Normal); 1 Target - 5 Spaces; 60% Acc; Target is Confused for 1d4+1 rounds
Disable - Status(Normal); 1 Target - 4 Spaces; 55% Acc; Target's last move is Disabled
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Water Gun - Special(Water); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Peck - Normal(Flying); 1 Target - Melee; 95% Acc; 6 Dmg
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Growth - Status(Normal); Self; User gains +3 SpA
Poison Powder - Status(Poison); All Enemies in 4 Spaces; 75% Acc; Targets are Poisoned
Stun Spore - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets are Paralyzed
Sleep Powder - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets Sleep for 1d4+1 rounds
String Shot - Status(Bug); 1 Target - 7 Spaces; 95% Acc; Target -4 Spe
Fire Spin - Special(Fire); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 3 dmg for 1d4 rounds
Thunder Shock - Special(Electric); 1 Target - 6 Spaces; 95% Acc; 7 Dmg; Target 15% Paralyzed
Meditate - Status(Psychic); Self; User gains +1 Att, +1 SpA, +1 Per
Quick Attack - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 7 Dmg
Harden - Status(Normal); Self; +3 Def
Withdraw - Status(Water); Self; +2 Def
Defense Curl - Status(Normal); Self; +4 Def
Focus Energy - Status(Normal); Self; Next attack 30% Crit (x3 Dmg)
Bide - Normal(Normal); 1 Target - 6 Spaces; If user takes any Dmg, user deals x2 Dmg to Target
Lick - Normal(Ghost); 1 Target - Melee; 95% Acc; 5 Dmg; Target 20% Paralyzed
Smog - Special(Poison); 1d4 Targets in 3 Spaces; 70% Acc; 4 Dmg; Target 15% Poisoned
Clamp - Normal(Water); 1 Target - Melee; 70% Acc; 7 Dmg; Enemy takes 3 Dmg for 1d4 rounds
Spike Cannon - Normal(Normal); 1 Target - 6 Spaces(Hit 1d4 Times); 92% Acc; 4 dmg
Constrict - Normal(Normal); 1 Target - Melee; 95% Acc; 2 Dmg; Target 10% -3 Spe
Barrage - Normal(Normal); 1 Target - 4 Spaces(Hit 1d4+1 Times); 85% Acc; 5 Dmg
Leech Life - Normal(Bug); 1 Target - 3 Spaces; 95%; 5 Dmg; User restores 1/4 Dmg dealt
Transform - Status(Normal); Self; Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Bubble - Special(Water); 3 Spaces Cone; 100% Acc; 4 Dmg; Target -2 Spe
Splash - Status(Normal); Self; No affect
Fury Swipes - Normal(Normal); 1 Target - Melee(Hit 1d4+1 Times); 80% Acc; 3 Dmg
Sharpen - Status(Normal); Self; +4 Att
Triple Kick - Normal(Fight); 1 Target - Melee (Hit 3 times); 90% Acc; 6 Dmg
Thief - Normal(Dark); 1 Target - 2 Spaces; 95% Acc; 6 Dmg; 50% Steal item Target is carrying
Flail - Normal(Normal); 1 Target - Melee; 100% Acc; At 100% HP - 4 Dmg; at 75% - 7 Dmg; at 50% - 10 Dmg; at 25% - 14 Dmg; at 10% - 18 Dmg
Cotton Spore - Status(Grass); All Enemies in 4 Spaces; 85% Acc; Target(s) -4 Spe
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe
Mach Punch - Normal(Fighting); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Scary Face - Status(Normal); All Enemies in 3 Spaces; 90% Acc; Target(s) -8 Spe
Mud-Slap - Special(Ground); 3 Spaces Cone; 95% Acc; 5 Dmg; 60% Acc of Target(s)' Moves decreased by 10
Foresight - Status(Normal); 1 Target - 8 Spaces; 100% Acc; Ignore target's resistances
Bone Rush - Normal(Ground); 1 Target - 5 Spaces; 80% Acc; 7 Dmg; 10% Target Flinches
Endure - Status(Normal); Self; Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fury Cutter - Normal(Bug); 1 Target - 2 Spaces; 95% Acc; 3 Dmg; Consecutive successes Double the Dmg for this attack
Mean Look - Status(Normal); 1 Target - 8 spaces; 100% Acc; Target cannot Flee
Encore - Status(Normal); 1 Target - 6 Spaces; 95% Acc; Target must keep using the last move for 1d4+2 rounds
Pursuit - Normal(Dark); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; If enemey is trying to Flee, deal x4 Dmg
Rapid Spin - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 5 Dmg; 2 Dmg to Enemies adjacent to Target
Sweet Scent - Status(Normal); All Enemies in 5 Spaces; 100% Acc; Moves Acc to hit Target(s) increased by 5
Twister - Special(Dragon); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; 3 Dmg to Enemies adjacent to Target
Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def
Whirlpool - Special(Water); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 1 Dmg for 1d4 rounds
Fake Out - Normal(Normal); 1 Target - Melee; 100% Acc; 8 Dmg; Target Flinches
Charge - Status(Electric); Self; +3 SpA
Helping Hand - Status(Normal); Self and 1 Ally in 2 Spaces; Switch places with Ally and they gain +2 Att and +1 Spe
Yawn - Status(Normal); 1 Target - 6 Spaces; 100% Acc; After Target's next Move, Target Sleeps for 1d4 rounds
Knock Off - Normal(Dark); 1 Target - Melee; 100% Acc; 4 Dmg; Knocks enemy back 1 Space and breaks Grappling attacks
Arm Thrust - Normal(Fighting); 1 Target - Melee(Hit 1d4 Times); 95% Acc; 3 Dmg
Mud Sport - Status(Ground); All in 8 Spaces; 100% Acc; All Electric attacks do 1/2 Dmg in area
Water Sport - Status(Water); All in 8 Spaces; 100% Acc; All Fire attacks do 1/2 Dmg in area
Ice Ball - Normal(Ice); 1 Target - 8 Spaces; 90% Acc; 6 Dmg; 5% Target is Frozen
Astonish - Normal(Ghost); 1 Target - 4 Spaces; 95% Acc; 5 Dmg; 40% Target Flinches
Sand Tomb - Normal(Ground); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; 65% Target -5 Spe
Bullet Seed - Normal(Special); 1 Target - 6 Spaces(Hit 1d6+1 Times); 100%; 2 Dmg
Howl - Status(Normal); Self; +4 Att
Bulk Up - Status(Fighting); Self; +3 Att and +2 Def
Rock Blast - Normal(Rock); 3 Space Cone; 80% Acc; 5 Dmg
Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 9 Dmg
Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen
Shadow Sneak - Normal(Ghost); 1 Target - Melee; 110% Acc; 9 Dmg; Always does 9 Dmg, regardless of Defense
Calm Mind - Status(Psychic); Self; +2 Def and +2 SpD
Double Hit - Normal(Noraml); 1 Target - Melee(Hit 2 Times); 90% Acc; 6 Dmg

Kobold-Bard
2009-08-08, 07:25 PM
I've only ever played 4ed once, so I don't know how much help I'll be, but I'll do my best. I'll come up with a test character tomorrow, it's 1.30am at the moment, and I need sleep.

Croverus
2009-08-08, 07:26 PM
I've only ever played 4ed once, so I don't know how much help I'll be, but I'll do my best. I'll come up with a test character tomorrow, it's 1.30am at the moment, and I need sleep.

Sounds Awesome

Origomar
2009-08-09, 01:20 AM
I think you should do away with the type system = stats, just give them a point buy.

Im not sure how 4e works but try and make all stats useful(aka make personality not useless:smallbiggrin:) because as mentioned above there are various types within types. It would also allow your players to have more than one type without making up 50 different stats for all the possabilities.

Also not sure if LA is in 4e but if it is make it to if you can fly or whatever increase your LA.(to be fair)

Croverus
2009-08-09, 01:23 AM
Flight in the early stages isn't something you can maintain for more than a round or so. And I already explained why the type = BASE STATS (key word there is base, as in, you alter the stats several times before you're done) actually works fine.

Origomar
2009-08-09, 02:26 AM
Flight in the early stages isn't something you can maintain for more than a round or so. And I already explained why the type = BASE STATS (key word there is base, as in, you alter the stats several times before you're done) actually works fine.

i was honestly thinking just for simplicities sake.

Kobold-Bard
2009-08-09, 05:15 AM
Lvl 1 Embercub, the Random-Rolled Flame Pokemon

Type: Fire / Nature: Curious / Role: Thrasher

Stats:
Attack: 10
Defence: 7
Special Attack: 7
Special Defence: 4
Speed: 6
Personality: 8

Moves:
Rapid Spin
Fire Spin

Special Abilities:
Charge: +2 to Spaces and Dmg of full body attacks

Evolves Once
- Level 24: +4 Att / +4 Def / +3 Per / +3 Sp Att / +3 Spe / +2 Sp Def

Description:

Embercub: The Random-Rolled Flame Pokemon.
- This quadruped Pokemon is small enough to be held in the palm of your hand. It constantly approaches anything new, regardless of inherent dangers. However should it become angered it uses it's curved spine to throw itself full force into it's opponent, bounding away to ready another charge.

Infernostag: The Poorly-Named Flame Pokemon.
- Fully grown this Pokemon can reach 8ft in the shoulder. It will violently assault anything it considers threatening to something under it's protection, never stopping it's attack. It retains it's curious nature though, happily sniffing at anything new.

----------------------------------------

Yes I suck at fluff. So sue me.
Also, are you considering some kind of shininess variant?

Croverus
2009-08-09, 05:33 AM
Lvl 1 Embercub, the Random-Rolled Flame Pokemon

Type: Fire / Nature: Curious / Role: Thrasher

Stats:
Attack: 10
Defence: 7
Special Attack: 7
Special Defence: 4
Speed: 6
Personality: 8

Moves:
Rapid Spin
Fire Spin

Special Abilities:
Charge: +2 to Spaces and Dmg of full body attacks

Evolves Once
- Level 24: +4 Att / +4 Def / +3 Per / +3 Sp Att / +3 Spe / +2 Sp Def

Description:

Embercub: The Random-Rolled Flame Pokemon.
- This quadruped Pokemon is small enough to be held in the palm of your hand. It constantly approaches anything new, regardless of inherent dangers. However should it become angered it uses it's curved spine to throw itself full force into it's opponent, bounding away to ready another charge.

Infernostag: The Poorly-Named Flame Pokemon.
- Fully grown this Pokemon can reach 8ft in the shoulder. It will violently assault anything it considers threatening to something under it's protection, never stopping it's attack. It retains it's curious nature though, happily sniffing at anything new.

----------------------------------------

Yes I suck at fluff. So sue me.
Also, are you considering some kind of shininess variant?

Love it. And you actually picked powers that work with how it looks! Awesome Sauce.

Croverus
2009-08-09, 05:35 AM
Anyway, its ok if you are suckage at fluff, we can fix that some other time. Anyway, the whole Shiny Varient will show up in a later version, sometime AFTER a Feat System has been worked out that will allow dual types and special Abilities. Also, Shiny pokemon in the game are no different than a regular version. I might give them a higher Per score in this game, so a Shiny is much better as a Leader.

Fredthefighter
2009-08-09, 06:51 AM
I made one myself, so here goes:
Zombeezy
The zombie wasp Pokemon
Type: Ghost
Nature: Docile
Role: Sneak

Stats:
HP: 12
Attack: 5
Defence: 4
Special Attack: 11
Special Defence: 7
Speed: 11
Personality: 3

Moves:
Astonish
Scary Face


Special Abilities:
Suprise Attack: Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only.

Evolves Once
- Level 20: +3 Special Attack, +3 Speed, +3 Defence, +2 Special Defence, +2 Attack, +2 Personality

Description:
Zombeezy: The zombie wasp Pokemon
- Zombeezy is a 3ft long jet black undead wasp. Its stinger drips with some sort of unidentified ectoplasm. Zombeezy's wingspan can grow to be up to 3 feet. Zombeezy's preferred method of hunting its prey is to use its stinger to paralyze the enemy and then feed off of the fear it can cause with its rather monstrous visage. To harvest as much fear as possible, Zombeezy will use scare tactics, such as rustling in the bushes, glowing eyes in the dark, and other tricks, to frighten the target. Despite its hunting methods and appearance, it is quite a friendly Pokemon, willing to make new friends whenever possible. People who are scared easily often keep one around.

Shadowsting: The dark beetle Pokemon.
- When Zombeezy evolves, its bone structure and shape undergo mass changes. It adopts a more humanoid and beetle-like form. It grows to be over 7ft tall, and the wings can reach lengths of 6ft. Shadowsting's strong mandibles are able to crush stone. Shadowsting also has long blade-like stinger-growths on its elbows, which glow slightly and are used to incapacitate its prey with various types of poison, which vary depending on Shadowsting's habitat. While most of its hide is black, red streaks run down the wing-casings and the torso.


Please tell me if there is anything wrong with it.

zagan
2009-08-09, 07:37 AM
Ok, I create a table for the attack you list I hope it helps.
A replace normal or special by Att or Spe less confusing that way apart from that it's word for word what you write.

{table=head]
Name|
Spe or Att|
Type|
Target|
Range|
Accuracy|
Dmg|
Special

Absorb|Spe|Grass|1|5 Spaces|95%|5|User restores 1/4 Dmg dealt
Acid|Spe|Poison|1|6 Spaces|90%|9|Target -2 Def
Arm Thrust|Att|Fighting|1|Melee|95%|3|Hit 1d4 Times
Astonish|Att|Ghost|1|4 Spaces|95%|5|40% Target Flinches
Barrage|Att|Normal|1|4 Spaces|85%|5|Hit 1d4+1 Times
Bide|Att|Normal|1|6 Spaces|||If user takes any Dmg, user deals x2 Dmg to Target
Bind|Att|Normal|1|Melee|75%|3|Enemy takes 2 Dmg for 1d4+1 rounds
Bone Rush|Att|Ground|1|5 Spaces|80%|7|10% Target Flinches
Bubble|Spe|Water||3 Spaces Cone|100%|4|Target -2 Spe
Bulk Up||Fighting||Self|||+3 Att and +2 Def
Bullet Punch|Att|Steel|1|3 Spaces|95%|9|
Bullet Seed|Att|Grass|1|6 Spaces|100%|2|Hit 1d6+1 Times
Calm Mind||Psychic||Self|||+2 Def and +2 SpD
Charge||Electric||Self|||+3 SpA
Clamp|Att|Water|1|Melee|70%|7|Enemy takes 3 Dmg for 1d4 rounds
Comet Punch|Att|Normal|1|Melee|80%|6| Hit 1d4+1 Times
Constrict|Att|Normal|1|Melee|95%|2|Target 10% -3 Spe
Cotton Spore||Grass||All Enemies in 4 Spaces|85%||Target(s) -4 Spe
Defense Curl||Normal||Self|||+4 Def
Disable||Normal|1|4 Spaces|55%||Target's last move is Disabled
Double Hit|Att|Normal|1|Melee|90%|6|Hit 2 Times
Double Kick|Att|Fighting|1|Melee|95%|7|Hit 1d4+1 Times
Double Slap|Att|Normal|1|Melee|85%|4|Hit 1d4+1 Times
Ember|Spe|Fire|1|5 Spaces|95%|8|Target 10% Burn
Encore||Normal|1|6 Spaces|95%||Target must keep using the last move for 1d4+2 rounds
Endure||Normal||Self|||Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fake Out|Att|Normal|1|Melee|100%|8|Target Flinches
Fire Spin|Spe|Fire|1|5 Spaces|70%|4|Enemy takes 3 dmg for 1d4 rounds
Flail|Att|Normal|1 Target|Melee|100%|varie|100% HP=4 Dmg, 75%HP=7 Dmg, 50%HP=10 Dmg, 25%HP=14 Dmg, 10%Hp=18 Dmg
Focus Energy||Normal||Self|||Next attack 30% Crit (x3 Dmg)
Foresight||Normal|1|8 Spaces|100%||Ignore target's resistances
Fury Attack||Normal|1|Melee|88%|5|Hit 1d4+1 Times
Fury Cutter|Att|Bug|1|2 Spaces|95%|3|Consecutive successes Double the Dmg for this attack
Fury Swipes|Att|Normal|1|Melee|80%|3|Hit 1d4+1 Times
Growl||Normal||All Enemies in 4 Space|98%||Target -3 Att
Harden||Normal||Self|||+3 Def
Helping Hand||Normal||Self and 1 Ally in 2 Spaces|||Switch places with Ally and they gain +2 Att and +1 Spe
Howl||Normal||Self|||+4 Att
Ice Ball|Att|Ice|1|8 Spaces|90%|6|5% Target is Frozen
Ice Shard|Att|Ice|1|Melee|95%|8|10% Target is Frozen
Karate Chop|Att|Fighting|1|Melee|95%|16|
Knock Off|Att|Dark|1|Melee|100%|4|Knocks enemy back 1 Space and breaks Grappling attacks
Leech Life|Att|Bug|1|3 Spaces|95%|5|User restores 1/4 Dmg dealt
Leech Seed|Spe|Grass|1|4 Spaces|90%||At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Leer||Normal|1|8 Spaces|92%||Target -3 Def
Lick|Att|Ghost|1|Melee|95%|5|Target 20% Paralyzed
Mach Punch|Att|Fighting|1|8 Spaces|95%|9|
Mean Look||Normal|1|8 spaces|100%||Target cannot Flee
Meditate||Psychic||Self|||User gains +1 Att, +1 SpA, +1 Per
Mud Sport||Ground||All in 8 Spaces|100%||All Electric attacks do 1/2 Dmg in area
Mud-Slap|Spe|Ground||3 Spaces Cone|95%|5|60% Acc of Target(s)' Moves decreased by 10
Pay Day|Att|Normal|1|3 Spaces|96%|5|50% chance to drop 1d6 pokecoins
Peck|Att|Flying|1|Melee|95%|6|
Pin Missle|Att|Bug|1-3|8 Spaces|88%|3|Hit Each 1d4 Times
Poison Sting|Att|Poison|1|6 Spaces|100%|3|20% chance to poison
Poison Powder||Poison||All Enemies in 4 Spaces|75%||Targets are Poisoned
Pound|Att|Normal|1|Melee|100%|10|
Powder Snow|Spe|Ice||5 Spaces Cone|95%|8|Target 15% -2 Spe
Pursuit|Att|Dark|1|8 Spaces|100%|8|If enemey is trying to Flee, deal x4 Dmg
Quick Attack|Att|Normal|1|6 Spaces|95%|7|
Rapid Spin|Att|Normal|1|6 Spaces|95%|5|2 Dmg to Enemies adjacent to Target
Rock Blast|Att|Rock||3 Space Cone|80%|5|
Rock Smash|Att|Fighting|1|Melee|95%|5|60% Target -4 Def
Sand Tomb|Att|Ground|1|5 Spaces|70%|4|65% Target -5 Spe
Sand attack||Ground||4 Spaces Cone|90%||Acc of Target's Moves decreased by 10
Scary Face||Normal||All Enemies in 3 Spaces|90%||Target(s) -8 Spe
Scratch|Att|Normal|1|Melee|98%|5|
Shadow Sneak|Att|Ghost|1|Melee|110%|9|Always does 9 Dmg, regardless of Defense
Sharpen||Normal||Self|||+4 Att
Sing||Normal||All Targets in 6 Spaces|55%||Targets affected with Sleep for 1d4+2 rounds
Sleep Powder||Grass||All Enemies in 4 Spaces|75%||Targets Sleep for 1d4+1 rounds
Smog|Spe|Poison||1d4 Targets in 3 Spaces|70%|4|Target 15% Poisoned
Spike Cannon|Att|Normal|1|6 Spaces|92%|4|Hit 1d4 Times
Splash||Normal||Self|||No affect
String Shot||Bug|1|7 Spaces|95%||Target -4 Spe
Stun Spore||Grass||All Enemies in 4 Spaces|75%||Targets are Paralyzed
Supersonic||Normal|1|5 Spaces|60%||Target is Confused for 1d4+1 rounds
Sweet Scent||Normal||All Enemies in 5 Spaces|100%||Moves Acc to hit Target(s) increased by 5
Tackle|Att|Normal|1|2 Spaces|95%|8|
Tail Whip||Normal||1|Melee|96%||Target -4 Def
Thief|Att|Dark|1|2 Spaces|95%|6|50% Steal item Target is carrying
Thunder Shock|Spe|Electric|1|6 Spaces|95%|7|Target 15% Paralyzed
Transform||Normal||Self|||Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Triple Kick|Att|Fighting|1|Melee|90%|6|Hit 3 times
Twin Needle|Att|Bug|1|2 Spaces|96%|6|Hit 1d4+1 Times
Twister|Spe|Dragon|1|8 Spaces|100%|8|3 Dmg to Enemies adjacent to Target
Water Gun|Spe|Water|1|8 Spaces|95%|9|
Water Sport||Water||All in 8 Spaces|100%||All Fire attacks do 1/2 Dmg in area
Whirlpool|Spe|Water|1|5 Spaces|70%|4|Enemy takes 1 Dmg for 1d4 rounds
Withdraw||Water||Self|||+2 Def
Wrap|Att|Normal|1|Melee|85%|3|Enemy takes 1 Dmg for 1d4+1 rounds
Yawn||Normal|1|6 Spaces|100%||After Target's next Move, Target Sleeps for 1d4 rounds
[/table]

Kobold-Bard
2009-08-09, 07:56 AM
Ok, I create a table for the attack you list I hope it helps.
A replace normal or special by Att or Spe less confusing that way apart from that it's word for word what you write.

{table=head]
Name|
Spe or Att|
Type|
Target|
Range|
Accuracy|
Dmg|
Special

Absorb|Spe|Grass|1|5 Spaces|95%|5|User restores 1/4 Dmg dealt
Acid|Spe|Poison|1|6 Spaces|90%|9|Target -2 Def
Arm Thrust|Att|Fighting|1|Melee|95%|3|Hit 1d4 Times
Astonish|Att|Ghost|1|4 Spaces|95%|5|40% Target Flinches
Barrage|Att|Normal|1|4 Spaces|85%|5|Hit 1d4+1 Times
Bide|Att|Normal|1|6 Spaces|||If user takes any Dmg, user deals x2 Dmg to Target
Bind|Att|Normal|1|Melee|75%|3|Enemy takes 2 Dmg for 1d4+1 rounds
Bone Rush|Att|Ground|1|5 Spaces|80%|7|10% Target Flinches
Bubble|Spe|Water||3 Spaces Cone|100%|4|Target -2 Spe
Bulk Up||Fighting||Self|||+3 Att and +2 Def
Bullet Punch|Att|Steel|1|3 Spaces|95%|9|
Bullet Seed|Att|Grass|1|6 Spaces|100%|2|Hit 1d6+1 Times
Calm Mind||Psychic||Self|||+2 Def and +2 SpD
Charge||Electric||Self|||+3 SpA
Clamp|Att|Water|1|Melee|70%|7|Enemy takes 3 Dmg for 1d4 rounds
Comet Punch|Att|Normal|1|Melee|80%|6| Hit 1d4+1 Times
Constrict|Att|Normal|1|Melee|95%|2|Target 10% -3 Spe
Cotton Spore||Grass||All Enemies in 4 Spaces|85%||Target(s) -4 Spe
Defense Curl||Normal||Self|||+4 Def
Disable||Normal|1|4 Spaces|55%||Target's last move is Disabled
Double Hit|Att|Normal|1|Melee|90%|6|Hit 2 Times
Double Kick|Att|Fighting|1|Melee|95%|7|Hit 1d4+1 Times
Double Slap|Att|Normal|1|Melee|85%|4|Hit 1d4+1 Times
Ember|Spe|Fire|1|5 Spaces|95%|8|Target 10% Burn
Encore||Normal|1|6 Spaces|95%||Target must keep using the last move for 1d4+2 rounds
Endure||Normal||Self|||Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fake Out|Att|Normal|1|Melee|100%|8|Target Flinches
Fire Spin|Spe|Fire|1|5 Spaces|70%|4|Enemy takes 3 dmg for 1d4 rounds
Flail|Att|Normal|1 Target|Melee|100%|varie|100% HP=4 Dmg, 75%HP=7 Dmg, 50%HP=10 Dmg, 25%HP=14 Dmg, 10%Hp=18 Dmg
Focus Energy||Normal||Self|||Next attack 30% Crit (x3 Dmg)
Foresight||Normal|1|8 Spaces|100%||Ignore target's resistances
Fury Attack||Normal|1|Melee|88%|5|Hit 1d4+1 Times
Fury Cutter|Att|Bug|1|2 Spaces|95%|3|Consecutive successes Double the Dmg for this attack
Fury Swipes|Att|Normal|1|Melee|80%|3|Hit 1d4+1 Times
Growl||Normal||All Enemies in 4 Space|98%||Target -3 Att
Harden||Normal||Self|||+3 Def
Helping Hand||Normal||Self and 1 Ally in 2 Spaces|||Switch places with Ally and they gain +2 Att and +1 Spe
Howl||Normal||Self|||+4 Att
Ice Ball|Att|Ice|1|8 Spaces|90%|6|5% Target is Frozen
Ice Shard|Att|Ice|1|Melee|95%|8|10% Target is Frozen
Karate Chop|Att|Fighting|1|Melee|95%|16|
Knock Off|Att|Dark|1|Melee|100%|4|Knocks enemy back 1 Space and breaks Grappling attacks
Leech Life|Att|Bug|1|3 Spaces|95%|5|User restores 1/4 Dmg dealt
Leech Seed|Spe|Grass|1|4 Spaces|90%||At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Leer||Normal|1|8 Spaces|92%||Target -3 Def
Lick|Att|Ghost|1|Melee|95%|5|Target 20% Paralyzed
Mach Punch|Att|Fighting|1|8 Spaces|95%|9|
Mean Look||Normal|1|8 spaces|100%||Target cannot Flee
Meditate||Psychic||Self|||User gains +1 Att, +1 SpA, +1 Per
Mud Sport||Ground||All in 8 Spaces|100%||All Electric attacks do 1/2 Dmg in area
Mud-Slap|Spe|Ground||3 Spaces Cone|95%|5|60% Acc of Target(s)' Moves decreased by 10
Pay Day|Att|Normal|1|3 Spaces|96%|5|50% chance to drop 1d6 pokecoins
Peck|Att|Flying|1|Melee|95%|6|
Pin Missle|Att|Bug|1-3|8 Spaces|88%|3|Hit Each 1d4 Times
Poison Sting|Att|Poison|1|6 Spaces|100%|3|20% chance to poison
Poison Powder||Poison||All Enemies in 4 Spaces|75%||Targets are Poisoned
Pound|Att|Normal|1|Melee|100%|10|
Powder Snow|Spe|Ice||5 Spaces Cone|95%|8|Target 15% -2 Spe
Pursuit|Att|Dark|1|8 Spaces|100%|8|If enemey is trying to Flee, deal x4 Dmg
Quick Attack|Att|Normal|1|6 Spaces|95%|7|
Rapid Spin|Att|Normal|1|6 Spaces|95%|5|2 Dmg to Enemies adjacent to Target
Rock Blast|Att|Rock||3 Space Cone|80%|5|
Rock Smash|Att|Fighting|1|Melee|95%|5|60% Target -4 Def
Sand Tomb|Att|Ground|1|5 Spaces|70%|4|65% Target -5 Spe
Sand attack||Ground||4 Spaces Cone|90%||Acc of Target's Moves decreased by 10
Scary Face||Normal||All Enemies in 3 Spaces|90%||Target(s) -8 Spe
Scratch|Att|Normal|1|Melee|98%|5|
Shadow Sneak|Att|Ghost|1|Melee|110%|9|Always does 9 Dmg, regardless of Defense
Sharpen||Normal||Self|||+4 Att
Sing||Normal||All Targets in 6 Spaces|55%||Targets affected with Sleep for 1d4+2 rounds
Sleep Powder||Grass||All Enemies in 4 Spaces|75%||Targets Sleep for 1d4+1 rounds
Smog|Spe|Poison||1d4 Targets in 3 Spaces|70%|4|Target 15% Poisoned
Spike Cannon|Att|Normal|1|6 Spaces|92%|4|Hit 1d4 Times
Splash||Normal||Self|||No affect
String Shot||Bug|1|7 Spaces|95%||Target -4 Spe
Stun Spore||Grass||All Enemies in 4 Spaces|75%||Targets are Paralyzed
Supersonic||Normal|1|5 Spaces|60%||Target is Confused for 1d4+1 rounds
Sweet Scent||Normal||All Enemies in 5 Spaces||100%||Moves Acc to hit Target(s) increased by 5
Tackle|Att|Normal|1|2 Spaces|95%|8|
Tail Whip||Normal||1|Melee|96%||Target -4 Def
Thief|Att|Dark|1|2 Spaces|95%|6|50% Steal item Target is carrying
Thunder Shock|Spe|Electric|1|6 Spaces|95%|7|Target 15% Paralyzed
Transform||Normal||Self|||Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Triple Kick|Att|Fighting|1|Melee|90%|6|Hit 3 times
Twin Needle|Att|Bug|1|2 Spaces|96%|6|Hit 1d4+1 Times
Twister|Spe|Dragon|1|8 Spaces|100%|8|3 Dmg to Enemies adjacent to Target
Water Gun|Spe|Water|1|8 Spaces|95%|9|
Water Sport||Water||All in 8 Spaces|100%||All Fire attacks do 1/2 Dmg in area
Whirlpool|Spe|Water|1|5 Spaces|70%|4|Enemy takes 1 Dmg for 1d4 rounds
Withdraw||Water||Self|||+2 Def
Wrap|Att|Normal|1|Melee|85%|3|Enemy takes 1 Dmg for 1d4+1 rounds
Yawn||Normal|1|6 Spaces|100%||After Target's next Move, Target Sleeps for 1d4 rounds
[/table]


I love you. I mean it, I really do :smalltongue:
In a completely platonic, helpful table making way of course.

Croverus
2009-08-09, 02:44 PM
That... That's beautiful dude. Ok, I'm wokring on the equivalent of NPC classes. Because the NPCs aren't going as strong as the player character creations. And the wild pokemon you have to face shouldn't be AS strong as you. Any suggestions before I get started?

zagan
2009-08-09, 02:55 PM
Thanks, it was a lot of work.
While doing it something occured to me we forget to add the PP (power point) of the attack. It's the number of time each attack can be use before healing need to be done. In game term we could probably just say X time per day, or but only for the most basic attack per encounter but it would complicate thing to have two different system.

As for Npc class well I imagine that just using the normal class but with only half the benefit like gaining d10/2 instead of d10 and imrpove stat every two level.

Kobold-Bard
2009-08-09, 02:56 PM
That... That's beautiful dude. Ok, I'm wokring on the equivalent of NPC classes. Because the NPCs aren't going as strong as the player character creations. And the wild pokemon you have to face shouldn't be AS strong as you. Any suggestions before I get started?

Sorry, I'm not a homebrewer (tried, it didn't work out so hot). You need a playtester, I'm your man, but otherwise I'm not going to be much help I'm afraid.

Croverus
2009-08-09, 02:59 PM
Sorry, I'm not a homebrewer (tried, it didn't work out so hot). You need a playtester, I'm your man, but otherwise I'm not going to be much help I'm afraid.

That's totally fine. I need playtesters more since I can come up with that kind of stuff, but needs you guys to see if it works well.

Zuki
2009-08-09, 04:07 PM
Hey, so if you're planning on having accuracy mostly determined by the move, rather than other factors, how are you going to model it?

It's a bit complicated, but I think the most direct way to translate the game's method would be to roll the percentile dice. If you roll at or under the move's accuracy, it hits, If you roll above it, it misses. You would roll 2d10, one for the 1's digit and 1 for the 10's digit, with two 10's equalling 100.

Or did you have some other method in mind?

Croverus
2009-08-09, 04:10 PM
That was my origional intention actually. Kind of how rolling works in Dark Heresy. If you roll under the accuracy, you'll hit So chance to hit is very high for most moves.

Croverus
2009-08-12, 09:31 AM
Ok, so I'm looking for 2 or 3 people who have made a character that want to try testing out the combat system. I have a few ideas working and want to see how it plays out. Also thsi will let me start adding on rules liek a FEat system and allowing legendaries and such. I know Strawman already sent me a message about interest playing. PM me if you want to play with your character's information. Also I want to start compiling the "database" of all the pokemon that have bene created so I can start planning out how they would interact with eacother in more social settings.

Origomar
2009-08-12, 03:12 PM
are you going to use berries in this game?

Croverus
2009-08-12, 07:58 PM
Yes, they replace potions and the items like x attack or x defense. since all those are man-made, berries take their place in this game

Croverus
2009-08-13, 07:57 PM
Combat Test (http://www.giantitp.com/forums/showthread.php?t=121518)

I'm working on feats and berries and items. I'll update here or in the combat test page. Link above

Origomar
2009-08-14, 03:17 AM
Combat Test (http://www.giantitp.com/forums/showthread.php?t=121518)

I'm working on feats and berries and items. I'll update here or in the combat test page. Link above

Can i help test?

nysisobli
2009-08-14, 07:12 AM
naughty dragon thrasher
attack 10
defense 9
special attack 2
special defense 5
speed 7
per 8
hp 18
pull enemy


Drath, The Fang pokemon

Drath, live only in high mountainous lakes, they have long slender bodies, composed of rainbow colored scales
The possess 4 legs, each with 5 talons, and a long spiked tail. They are omnivores, though the prefer meat,
the way the eat is similar to a spider, they inject a poison out of two long fangs into the opponent making
them dissolve. They fly using large batlike wings.

Attacks: I prefer pound and something else

well it looks close to this dragon (http://farm4.static.flickr.com/3651/3365409499_f53d66eaed.jpg)

zagan
2009-08-14, 07:41 AM
You didn't choose any attack for him ?

Well apart from that he seem nice, welcom to this project.

Croverus
2009-08-14, 10:28 AM
naughty dragon thrasher
attack 10
defense 9
special attack 2
special defense 5
speed 7
per 8
hp 18
pull enemy


Drath, The Fang pokemon

Drath, live only in high mountainous lakes, they have long slender bodies, composed of rainbow colored scales
The possess 4 legs, each with 5 talons, and a long spiked tail. They are omnivores, though the prefer meat,
the way the eat is similar to a spider, they inject a poison out of two long fangs into the opponent making
them dissolve. They fly using large batlike wings.

Attacks: I prefer pound and something else

well it looks close to this dragon (http://farm4.static.flickr.com/3651/3365409499_f53d66eaed.jpg)

I need to see where his evolution was. Also, zagan is correct, I need to see your 2 attack choices. Also, I have no idea how you came up with an HP of 18. Yours should be more like 15.

Croverus
2009-08-14, 10:29 AM
Can i help test?

Go for it, its open to everyone interested

Croverus
2009-08-17, 04:55 PM
I've made a Role for Wild pokemon, and am making a number of wild pokemon. Also I've made the list of berries, will have that posted soon and then I'll start working on the moves that you can start learning at higher levels. The starting moves list will be the only moves a pokemon can learn until about 8th level, then they gain access to stronger moves. The most powerful of attacks (like fire blast, hyper beam, hydro pump) aren't available until the 20s at least.

Croverus
2009-08-17, 05:14 PM
Also, I am allowing people to amke up moves from scratch. You must show me the details of it, use the moves list as reference of what information you'll need. Basically, is the move a normla, special or status move, what type is it, what is its target and range (if target is self, no range needed), what is its accuracy/chance of success, what affect doe sit have (like, how much damage will it do, what are the chances of an additional effect, etc.)

The easiest way to make your own attack si take a pre-existing move and modify it a bit then rename it, show ti to me and you'll likely get approved when you explain its a modified version of "such-and-such" move.

Croverus
2009-08-25, 10:57 AM
Just bumping this to find more people. Also mentioning I'll be posting a list of berries soon, and items will be coming shortly. Also trying to put together a list of "feats". Characters would gain a feat at 1st level, and every 6 levels after that, as well as a feat when they evolve. I need a lot of ideas for feats, so far I've got Legendary, Dual-Type, Baby, Shiney, and a handful of Abilities from the game, but I'm asking for input.

Llama231
2009-08-25, 12:49 PM
I am hoping that we are ignoring EVs, IVs, etc, correct?

In order to understand this project better, I have decided to finally make one.

1: Flying Type (No pure ones normally.)
Atk: 5
Def: 5
SpA: 3
SpD: 4
Spe: 8
Per: 5

2: Jolly Nature (Speed is good, and SpA is useless if I only use Atk.)
Atk: 5
Def: 5
SpA: 1
SpD: 4
Spe: 11
Per: 5

3: Lets buff defense for the lulz.
Atk: 5
Def: 7
SpA: 1
SpD: 4
Spe: 14
Per: 5

1 Evolution
Atk: 6
Def: 8
SpA: 2
SpD: 5
Spe: 15
Per: 6

Evolves with Moon Stone
Atk: 6+2=8
Def: 8+3=11
SpA: 2
SpD: 5
Spe: 15+4=19
Per: 6+1=7
How does alter type work? Flying-Psychic type?

4: Phooey, nothing focuses on speed and Defense, so Thrasher is the next best.
H.P: 8
Atk: 9
Def: 9
SpA: 2
SpD: 5
Spe: 17
Per: 6
Special: Charge

5: A fat flightless bird. Small wings, think but not too long legs (with nasty talons), huge body, powerful toucan-like beak. Basically Doduo crossed with Purugly. :smalltongue: Lookd most similarly to a dodo (http://en.wikipedia.org/wiki/Dodo).
Starting Moves: Peck and Defense Curl

Despite its dumb looks, it is actually very intelligent, and extremely arrogant. It likes to attack things often, to try to prove its might. With a very strong beak and skull, it primarily favors head based attacks, but is not afraid of resorting to attacking with its strong legs/claws, and its tough body. Still, despite its stuck-upness, it is often highly optimistic and friendly to the point of not appearing so intelligent. (Think happy jumping penguin (http://thewiiremedia.revolutionreport.net/games/1/11163.jpg).) It is about 3-4 feel in all dimensions. Finally, despite being purely flying type, it cannot fly with its wings, or even jump well, but rather has been rumored to actually be able to float telekinetically. This is likely attributed to its half-psychic evolution, which even more bulky, but an move extremely fast by being able to sense and react to any stimulus almost instantly, and use its telekinetic powers to move its limbs faster. Ironically, with all of its mental prowess, it appears to be unable to affect anything short of itself with its telekinesis, having to resort to using its psychic abilities to simply allow it to hit harder.

Its signature attack would be zen headbutt.

Names help please?

Edit: Put in H.P.

zagan
2009-08-25, 01:02 PM
Well it's a good start and I'm looking forward too the berry and object you have stat.
As for feat, no particular idea at this time sorry.

Thrax
2009-08-25, 01:05 PM
Well, I think it's about time I reply something, although I wouldn't be of much help at this stage.
I've been fan of the anime for a long time in the past, but I do not follow it any longer. However, some memories remained and I occasionally check for any news. :)
Straight to the point, I'd make RPG in Pokemon universe completely differently. Like, roleplaying to be a trainer, and using already existing creatures as those you command. Otherwise, very similar to the gameboy games or what we see in the anime. But as I see, you've already gone far in this project, so keep going. That is only my slightly late point of view.

Croverus
2009-08-25, 01:23 PM
Well, I think it's about time I reply something, although I wouldn't be of much help at this stage.
I've been fan of the anime for a long time in the past, but I do not follow it any longer. However, some memories remained and I occasionally check for any news. :)
Straight to the point, I'd make RPG in Pokemon universe completely differently. Like, roleplaying to be a trainer, and using already existing creatures as those you command. Otherwise, very similar to the gameboy games or what we see in the anime. But as I see, you've already gone far in this project, so keep going. That is only my slightly late point of view.

This game actually has the main purpose of generating pokemon for a future Trainer based rpg I'm designing. But i didn't want to take any pokemon that already exist, preferring to see that people made their own pokemon. You play thorugh to see how well the pokemon develops, if you want to change things as you go (Think of how retraining works for DnD, same thing) and by the imte you've hit lv 30 your pokemon is fully tested and should be ready to move on into the wide world. I'll let you know when I do that, but it won't be for several months before I get started on the trainer based pokemon.

Any Feat ideas guys? I don't care if you blatanlty rip off of other games, as long as it can work with this game's mechanics.

Llama231
2009-08-25, 01:26 PM
My take on the berries (http://bulbapedia.bulbagarden.net/wiki/Berry):
1-10: Same, maybe smaller H.P. raising, and change to P.P. raising berries.
11-15: Possibly different? I never really saw the point of these. Maybe larger/different H.P. boosts or something?
16-20: Normally do nothing, so maybe mimic the X-Items?
21-26: Lower stats? Still, it would be kind of useless without EVs. Maybe lower a stat, raise personality?
27-35: Raise stats, or mimic other battle items/whatever.
35-52: Same as normal.
53-59: Maybe make these mimic the vitamins, as they are so commonly viewed as rare.
60-64: Same, maybe buffed due to rarity.

Also, I think that the items like the herbal medicines should be used too. Also, the money items. Actually pretty much all items should work short of the human-made ones, so never mind.

As for ripping off feats:
Improved Initiative: +1 (or more) Speed for the purpose of who goes first.
Cleave: If an attack hits and causes the target to fait, you may make a second attack.
Endurance: +3 H.P.

And so on.

Croverus
2009-08-25, 01:27 PM
I am hoping that we are ignoring EVs, IVs, etc, correct?

In order to understand this project better, I have decided to finally make one.

1: Flying Type (No pure ones normally.)
Atk: 5
Def: 5
SpA: 3
SpD: 4
Spe: 8
Per: 5

2: Jolly Nature (Speed is good, and SpA is useless if I only use Atk.)
Atk: 5
Def: 5
SpA: 1
SpD: 4
Spe: 11
Per: 5

3: Lets buff defense for the lulz.
Atk: 5
Def: 7
SpA: 1
SpD: 4
Spe: 14
Per: 5

1 Evolution
Atk: 6
Def: 8
SpA: 2
SpD: 5
Spe: 15
Per: 6

Evolves with Moon Stone
Atk: 6+2=8
Def: 8+3=11
SpA: 2
SpD: 5
Spe: 15+4=19
Per: 6+1=7
How does alter type work? Flying-Psychic type?

4: Phooey, nothing focuses on speed and Defense, so Thrasher is the next best.
Atk: 9
Def: 9
SpA: 2
SpD: 5
Spe: 17
Per: 6
Special: Charge

5: A fat flightless bird. Small wings, think but not too long legs (with nasty talons), huge body, powerful toucan-like beak. Basically Doduo crossed with Purugly. :smalltongue: Lookd most similarly to a dodo (http://en.wikipedia.org/wiki/Dodo).
Starting Moves: Peck and Defense Curl

Despite its dumb looks, it is actually very intelligent, and extremely arrogant. It likes to attack things often, to try to prove its might. With a very strong beak and skull, it primarily favors head based attacks, but is not afraid of resorting to attacking with its strong legs/claws, and its tough body. Still, despite its stuck-upness, it is often highly optimistic and friendly to the point of not appearing so intelligent. (Think happy jumping penguin (http://thewiiremedia.revolutionreport.net/games/1/11163.jpg).) It is about 3-4 feel in all dimensions. Finally, despite being purely flying type, it cannot fly with its wings, or even jump well, but rather has been rumored to actually be able to float telekinetically. This is likely attributed to its half-psychic evolution, which even more bulky, but an move extremely fast by being able to sense and react to any stimulus almost instantly, and use its telekinetic powers to move its limbs faster. Ironically, with all of its mental prowess, it appears to be unable to affect anything short of itself with its telekinesis, having to resort to using its psychic abilities to simply allow it to hit harder.

Its signature attack would be zen headbutt.

Names help please?

Ooh, I really like this. Gonna have to create a "psychic stone" for the stone to transform you into a psychic type. Might have a stone give you a free dualtype feat to gain the type of the stone, unless you are already that type, in which case nothing really happen other than you evolve.

Right now I don't have dual-typing having any effect on stats other than what you are strong against and weak against.

Llama231
2009-08-25, 01:29 PM
Ooh, I really like this. Gonna have to create a "psychic stone" for the stone to transform you into a psychic type. Might have a stone give you a free dualtype feat to gain the type of the stone, unless you are already that type, in which case nothing really happen other than you evolve.

Right now I don't have dual-typing having any effect on stats other than what you are strong against and weak against.

Very goood. :smallamused:

I agree with the dual-type thing not effecting stats, for example, this guy focuses on low SpA, which would be psychic's best stats, etc.


Full take on all items:
Berries: Previously stated.
Mulch: Possibly keep, if berry growing is important.
Drinks: Possibly keep?
Accessories, Scarves: Keep if contests/whatever are important. (I hope not. :smalleek:)
Mail, Poke Balls, Key Items, Event Items, decoration: Gone, as they were human made, and useless without them.
Potions, Ether, Status healers, Revives, Vitamins: Replaced by berries.
Repel: Replaced by berries maybe? New one? Assuming that they are even needed/have a use. Less random encounters?
Valuable Items: keep? If they are still valuable in the currency.
Type-Enhancing: Keep? No reason not to.
Plates: Plot-related, up to DM or something?
EV Enhancing: Maybe if they are not too technological. Still good for raising stats, or something.
Incense: Eww?
Evolution-Causing/Stones, In-Battle Effect, Stat-Enhancing: Keep most (all non-man-made ones), and possibly add more?

Llama231
2009-08-25, 02:05 PM
Outside Contribution

Batsio: Battery Acid Pokemon (Technically Electric-Poison)
Type: Electric
Nature: Modest
Role: Blaster
HP: 8
Atk: 3
Def: 6
SpA: 15
SpD: 6
Spe: 8
Per: 4
2 Evolutions
Level 19
Atk: +1
Def: +2
SpA: +2
SpD: +2
Spe: +1
Per: +1

Level 27
Atk: +2
Def: +3
SpA: +4
SpD: +3
Spe: +3
Per: +2

Special: Strike Through
Moves: Acid, Thunder Shock
Appears as a battery, leaking acid.

Zovc
2009-08-26, 01:04 AM
I wanted to make a Normal-type Caster, I ended up making a Normal Leader.

Slyly, Normal-type Rodent (/Fox) Pokemon
Modest Leader; Evolves once with Psychic Stone
Attack: (5 - 2 + 2) = 5
Defense: (5 + 0 + 0) = 5
Special Attack: (3 + 3 + 2) = 8
Special Defense: (4 + 0 + 0) = 4
Speed: (5 + 0 + 1) = 6
Perception (?): (6 + 0 + 0) = 6

Knows Tackle and Supersonic. (Is there an attack I could give it that uses Special Attack as opposed to regular Attack?)

A cute, pale-coated fox stands almost two feet tall. It has a small, gray jewel embedded in its forehead--sometimes the gem turns purple when the Slyly is overcome with emotion.

With a Psychic stone, Slyly can evolve into a Psyly

Psyly, Psychic-type Rodent (/Fox) Pokemon
Bonuses: +3 to Special attack, +2 to Special Defense, +2 to Speed, +3 to Perception.

A two-and-a-half-foot tall, graceful fox wears an ominous gray coat with purple markings on its head and along the length of its body. The small gem the Slyly had has grown into a cloudy, amethyst horn. The Psyly's horn glows when it is excited.

How's that?

No, I don't know that Eevee exists, or that it now has a psychic evolution. >.>

Croverus
2009-08-26, 09:03 AM
I wanted to make a Normal-type Caster, I ended up making a Normal Leader.

Slyly, Normal-type Rodent (/Fox) Pokemon
Modest Leader; Evolves once with Psychic Stone
Attack: (5 - 2 + 2) = 5
Defense: (5 + 0 + 0) = 5
Special Attack: (3 + 3 + 2) = 8
Special Defense: (4 + 0 + 0) = 4
Speed: (5 + 0 + 1) = 6
Perception (?): (6 + 0 + 0) = 6

Knows Tackle and Supersonic. (Is there an attack I could give it that uses Special Attack as opposed to regular Attack?)

A cute, pale-coated fox stands almost two feet tall. It has a small, gray jewel embedded in its forehead--sometimes the gem turns purple when the Slyly is overcome with emotion.

With a Psychic stone, Slyly can evolve into a Psyly

Psyly, Psychic-type Rodent (/Fox) Pokemon
Bonuses: +3 to Special attack, +2 to Special Defense, +2 to Speed, +3 to Perception.

A two-and-a-half-foot tall, graceful fox wears an ominous gray coat with purple markings on its head and along the length of its body. The small gem the Slyly had has grown into a cloudy, amethyst horn. The Psyly's horn glows when it is excited.

How's that?

No, I don't know that Eevee exists, or that it now has a psychic evolution. >.>

I really like this one. I'm working on a list of moves that everyone can learn by the time they hit level 6 (thats usually when the starter pokemon would start learning there third move). These will include a number of stronger attacks, as well as special attacks for types that didn't have a lot of starter moves (like psychic, dragon, ghost, steel, etc).

Fredthefighter
2009-08-26, 11:54 AM
Well, considering that in the Combat test, 1 hit sent Zombeezy to only 3 HP in the first round (okay, my fault there for putting most of his points in Speed, Special Attack and Special Defense), so here's a new one.

Fyte
The Kung-Fu Pokemon
Fighting type
Serious Nature
Thrasher Role
HP: 16
Attack: 15
Defense: 9
Special Attack: 3
Special Defense: 7
Speed: 9
Personality: 4

Abilities:
Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage. Every 7 levels adds 2 more spaces covered and 2 more damage, to a max of an extra 10 spaces and 10 damage dealt. This is Passive.

Moves:
Karate Chop - Fighting, Attack, 1 target - Melee, 95% Acc, 16 Damage.
Tackle - Normal, Attack, 1 target - 4 spaces (+2 ability), 95% Acc, 10 Damage (+2 ability)

Description:
Motto – Never give up, never surrender. Wherever there are foes, I will fight. Wherever there is darkness, I will fight. Wherever there is the chance of a light snack and a glass of milk, I will fight.

Fyte is 3ft tall and humanoid in shape and posture. His skin is a shade of red but he wears a black headband and a blue pair of shorts. Open-fingered boxing gloves cover his hands and despite being quite slim, he has very large fists and feet, perfect for smashing rocks in the mountains that he trains in. Fyte also has two spikes growing from his shoulders, which he often uses to amplify the power of attacks that require him to slam his entire body into his opponents. Fyte is generally quite friendly and easygoing around other Pokemon, but he can often be impetuous, rash and stubborn.

Evolution
Stryke
The Master Monkey Pokemon
(at level 16): +3 Attack, +2 Defense, +2 Speed, +2 Special Defense, +2 Personality, +1 Special Attack.
Stryke is well over 6ft tall and is 180lbs of pure well-toned muscle. Through evolution, Fyte’s skin colour has changed to a shade of dark green, but blue fur now covers most of his body, and his ears are more sharp and profound in shape. Stryke still wears a black martial-arts headband, but now wears black shorts, and has bandages wrapped around his fists and feet. Stryke also has a long prehensile tail that he can use to both strike and trip his opponents, and also hang from branches in the treetops he calls home. Although strong and ferocious in battle, Stryke possesses a caring heart and a gentle soul, if he finds injured Pokemon in the forests, he will carry that Pokemon into his hut in the trees and nurse it back to health. Meditation has calmed Stryke’s nerves, making him less reckless and foolish than he was before.

Tell me if there's anything wrong with it.

Croverus
2009-08-26, 01:08 PM
Guys, you are all level 1. Most battles are over in 3, maybe 4 rounds if people are missing a lot or something. As you level up and gain more and more HP, your attacks do not get as strong as quickly. That's why you learn new moves. Otherwise the level 20s would still be using Tackle instead of body slam.

Take Fyte as an example, with the new combat rules (I just posted them) he can do 17 Dmg with a Karate Chop before the enemy's defenses and type resitance are calculated. A Level 20 Fyte, who's attack has gone up, still only will be doing maybe 21 or 22 damage, if that. But he had roughly 20 times the HP of his Level 1 counterpart. (I'm purposely ignoring evolution right now.) At level one, if two Fytes attacked eachother, the first one that hit would win automatically. But two Level 20s would be going at it for several rounds before either faints. Even learning Body Slam, which might have base damage in the high 20s, they still will last a bit longer, because not only will they have more Health, their Defense will be higher and that will reduce how much damage they take.

In other words, Zombeezy was just in the wrong place in the wrong time (we don't complain when the rouge almost dies becase the enemy mage shoots him instead of the fighter). If the group had been, say, Level 5 and the enemy was lv 5 as well, being hit by that Ember attack would have MAYBE taken out 1/4 of your HP. Pokemon a fragiel at level one. Becaue you're the first of your kind. This RP determine sif your pokemon would have survived long enouhg as a species to reach teh time period where humans show up.

Fredthefighter
2009-08-26, 01:32 PM
Guys, you are all level 1. Most battles are over in 3, maybe 4 rounds if people are missing a lot or something. As you level up and gain more and more HP, your attacks do not get as strong as quickly. That's why you learn new moves. Otherwise the level 20s would still be using Tackle instead of body slam.

Take Fyte as an example, with the new combat rules (I just posted them) he can do 17 Dmg with a Karate Chop before the enemy's defenses and type resitance are calculated. A Level 20 Fyte, who's attack has gone up, still only will be doing maybe 21 or 22 damage, if that. But he had roughly 20 times the HP of his Level 1 counterpart. (I'm purposely ignoring evolution right now.) At level one, if two Fytes attacked eachother, the first one that hit would win automatically. But two Level 20s would be going at it for several rounds before either faints. Even learning Body Slam, which might have base damage in the high 20s, they still will last a bit longer, because not only will they have more Health, their Defense will be higher and that will reduce how much damage they take.

In other words, Zombeezy was just in the wrong place in the wrong time (we don't complain when the rouge almost dies becase the enemy mage shoots him instead of the fighter). If the group had been, say, Level 5 and the enemy was lv 5 as well, being hit by that Ember attack would have MAYBE taken out 1/4 of your HP. Pokemon a fragiel at level one. Becaue you're the first of your kind. This RP determine sif your pokemon would have survived long enouhg as a species to reach teh time period where humans show up.

Ah, sorry, it just seemed like Zombeezy was a bit fragile (And I think I prefer Fyte anyway. Kung-Fu monkeys trump Ghost bugs anyday).

I'm guessing a super effective move would be pretty nasty at level 1 though.

Example:
Fyte attacks a Level 1 Rock type, Tank role, who put all of its points into Special Defense and Defense, no evolution and has the Bashful nature. It is called Stongard.
Defense: 16 (9 base, +2 points, +3 role, +2 No Evolutions)
Special Defense: 15 (5 base, +3 points, +3 nature, +2 role, +2 No Evolutions)
HP: 25 (10 base, 15 Defenses)

Fyte's attack + base damage for Karate Chop = 17
Stongard's Defense reduces physical damage by 1.
So that's 16.
Fighting attacks are super effective on Rock types, so the damage is 32.
Stongard is defeated.

Let's try bumping up Stongard's level. 3 sounds not bad.
HP: 10 +2d10 + 19 (defenses) = Between 31 and 49
Defense: 20
Special Defense: 18

Stongard reduces physical damage by 2 thanks to its Defense.
Stongard also has the Soak Damage ability.
(17 - 7) * 2 for special effective = 20 damage.
Stongard has between 11 and 29 HP left.

Hmmm, you're right, the amount of HP you have is drastically improving as you level up (especially if you're the Tank class).

Croverus
2009-08-26, 02:28 PM
Adn that is why You learn new moves to replace your older ones. Because older moves do poop damage to Anyone just a couple of levels above you.

Fredthefighter
2009-08-26, 03:17 PM
Adn that is why You learn new moves to replace your older ones. Because older moves do poop damage to Anyone just a couple of levels above you.

By level 3?

I can see why though. Considering that at Level 3, Fyte would have these stats:
HP: 8 + 2d8 + 8 = Between 18 and 32.
Attack: 19
Defense: 11
Special Attack: 4
Special Defense: 8
Speed: 12
Personality: 5

Abilities:
Charge
Intimidation

Karate Chop damage: 16 + 1 (19 Attack) = 17

Fyte v.s Fyte
Each Fyte has the Intimidation ability, since Personality scores are equal, both Fyte's have an Attack stat of 8.

Fyte 1 attacks:
Tackle = Base 8 damage -1 Fyte 2's Defense +2 Fyte 1's Charge = 9 damage.
Fyte 2 has between 9 and 23 HP remaining.

That's on a completely even playing field though.

Croverus
2009-08-26, 03:33 PM
By level 3?

I can see why though. Considering that at Level 3, Fyte would have these stats:
HP: 8 + 2d8 + 8 = Between 18 and 32.
Attack: 19
Defense: 11
Special Attack: 4
Special Defense: 8
Speed: 12
Personality: 5

Abilities:
Charge
Intimidation

Karate Chop damage: 16 + 1 (19 Attack) = 17

Fyte v.s Fyte
Each Fyte has the Intimidation ability, since Personality scores are equal, both Fyte's have an Attack stat of 8.

Fyte 1 attacks:
Tackle = Base 8 damage -1 Fyte 2's Defense +2 Fyte 1's Charge = 17 damage.
Fyte 2 has between 1 and 15 HP remaining.

That's on a completely even playing field though.

Um, explain again how Tackle went from 8 to 17?

And yes, two Thrashers with the EXACT SAME stats would obviously be on an even playing field. But how well does Lv 3 Fyte do agains that Lv 3 Tank you talked about?

Fredthefighter
2009-08-26, 03:34 PM
Um, explain again how Tackle went from 8 to 17?

And yes, two Thrashers with the EXACT SAME stats would obviously be on an even playing field. But how well does Lv 3 Fyte do agains that Lv 3 Tank you talked about?

Oh, sorry, I used Karate Chop and then changed it to Tackle.

And versus the Level 3 Tank:

Karate Chop:
16 (base) +1 (Attack) -7 (Soak Damage 5 and Stongard's Defense ) *2 (Fighting v.s Rock) = 20 damage.

Stongard has between 11 and 29 HP left.

Just ran a Level 30 Stongard and Level 30 Fyte (or Stryke by that point) using Karate Chop.
Stryke (Fyte) has 124 Attack by Level 30.
Stongard has 107 Defense by Level 30.

Calculation: 16 (base) + 11 (Attack) *2 (Super effective) = 54
Factoring in Stongard's abilities and Defense:
54 - 40 (Soak Damage) - 9 (Defense) = 5 damage.

Not even a scratch when Stongard has between 190 and 452 HP by that level.

Croverus
2009-08-26, 03:42 PM
So two lv 3 pokemon going at eachother... still should last an average of 2 rounds.

Sounds like thats how it'd be in pokemon, doesn't it?

Fredthefighter
2009-08-26, 03:49 PM
So two lv 3 pokemon going at eachother... still should last an average of 2 rounds.

Sounds like thats how it'd be in pokemon, doesn't it?

Yeah, pretty much. In a 1 v 1 situation anyway. With multiple v 1 battles (if the Pokemon travel in teams), the fight could be much quicker.

But in an even situation it works out fine.

Croverus
2009-08-26, 03:51 PM
And a group vs a group? :smallamused:

Fredthefighter
2009-08-26, 03:56 PM
And a group vs a group? :smallamused:

Even fight. The time in battle would depend on whether each side decides to either A) Pick on one member of the enemy team or B) Spread the damage and status ailments they inflict on the entire time.
Option A would vanquish individual foes faster (good if the enemy have variable levels/power), but leaves the rest of the enemy to wreack havoc with whatever they wish. While Option B means that the fight goes slower, but you have your attention focused on each enemy.

Croverus
2009-08-26, 04:07 PM
So we just designed a playable bastard child of D&D, Pokemon, and the d% system they use in Dark Heresy.

Fredthefighter
2009-08-26, 04:16 PM
So we just designed a playable bastard child of D&D, Pokemon, and the d% system they use in Dark Heresy.

I've never used Dark Heresy, but yeah, I guess we have. :smallbiggrin:


The only problem here is that to design enemies for the PCs to fight, you pretty much have to go through the entire character creation process, which can take some time if you want one encounter to have varied Pokemon types and abilities.

Croverus
2009-08-26, 04:45 PM
No big deal. I made a custom class called Wild, which has slow stat growth, no initial bonuses, and the same HP as a Sneak or Sniper. So its just a little bit weaker than a PC class (still a threat of course) but a higher level wild pokemon doesn't stand up to a PC class pokemon for very long on 1 v 1. I'm making another NPC class, Swarmer. Tiny HP, most bonuses will go to speed and a little attack and special attack, and most of its class abilities will be about fighitng as a group, so a number of the swarm pokemon could be tough, but when seperated and picked off they are easy to beat. Kina like the Minion type of monster for DnD 4e. We'll see how it works.

A pokemon with a PC class is for a more challenging 1 v 1 and group v group fighting.

This game can be soloed or done in small groups. A large group could be done, but not online since I hate waiting for people to post. Will be making a new board soon, It will have ALL the rules in one place. Feel free to make Pokemon to flavor the world, even if you don't plan on using them. Random up some and tac on an idea nd I'll work them into NPCs and enemies. Have FUN!!

Zovc
2009-08-26, 05:44 PM
Either the Thrasher's ability charge should list EVERY move it applies to, or you should incorporate a "type" system for attacks. I prefer the latter.

In other words, Tackle, Body Slam, etc, should all be listed as "full body" attacks, or whatever--this also gives you a foundation for other types to use. For example, (and I haven't read the sniper yet), you could give the sniper a bonus to projectile/long-range moves.

When will we start doing PvP? This will probably be the best way for you to find imbalances throughout the system.

Do pokemon have PP (Power Points)? Can they run out of their daily stock of attacks?

Are pokemon limited to a certain number of attacks (4 in the game)?

Croverus
2009-08-26, 08:49 PM
The Charge ability, you use common sense.

This game isn't really made for PvP. Maybe some other time I'll make some rules about PvP, but right now it's not made for that.

Right now we have not incorporated a PP system. Most starter moves won't nee it, but really powerful moves may have a limit to how many times they can be used per fight/day.

Yes, you are limited to 4 attacks. Which is why you are going to want to replace moves.

Zovc
2009-08-26, 11:25 PM
Using common sense is never a good idea with rules... never expect things to be taken for granted, you'll need to revise your rules less.

I bought a copy of a card game the first time I played it (relatively soon after it came out) with the owner of a hobby shop I frequent. After playing the game a few times away from the shop with my friends, it became apparent that there were a lot of gray rulings in it. For example, I was never sure of how the Ranger character's ability worked, as it took for granted that there was another rule that there actually wasn't.

I forget the way it was worded, but it basically said you didn't have to do one part of an action thats parts were not designated. Now, maybe six months later, they have released a revised version of the game alongside of the expansion. What's more, the backs of the card in the expansion match this new set's backs to force you to play with the revised cards. This is a bit of a digression, but you can understand them not wanting to put something on top of a sloppy foundation.

In order to save yourself having to specify to a large playerbase what full body attacks are, just include it in the rules. Is it that hard?

Also, a body slam is not what I would assume to be a full body attack, as it is nothing like a tackle. At least, the conventional use of body slam implies picking up someone's body and slamming them into the ground. Sure, most pokemon aren't capable of such an act, so its safe to imply it is simply slamming your body into someone else's, but it's somewhat vague if you ask me.

Croverus
2009-08-27, 12:29 AM
[QUOTE=Zovc;6805679]
In order to save yourself having to specify to a large playerbase what full body attacks are, just include it in the rules. Is it that hard?QUOTE]

Large playerbase? I expect to have maybe 10 players. If more people start to get interested then yes, I'll start specifying what certain moves count as, but until then I work it out during testing.

There's the main thing, everyone that is currently "playing" witht eh system is testing it. Things will change. Often in big ways.

AceofDeath
2009-08-27, 01:09 PM
I Just have to say I really, Really like this idea. Your system of creating a pokémon from scratch is quite awesome, and I have tried to make my own pokémons just for the fun of it. Can't wait to see the final results. From wait I can see now Personality and Speed seems a bit weak, but I guess it'll be more useful once the game has been completly developed. Though isn't some of the starting moves way to powerful compared to that a pokemon could technicly die in one round on low level, and some of them compared to eachother doesn't seems so fair. Why is Tackle so ''much'' better then Scratch?

Croverus
2009-08-27, 01:19 PM
It's really all based on how you flavor your pokemon. If you have claws, you probably have scratch instead of tackle. And Usually you'll want a regular version of something before you get the more powerful version later on (like slash, which will be awesome). Personality deals with Status moves and Out of Combat encounters. And Speed will only really determine the distance you can move and the order fo combat for now, I might give it another purpose in the future.

Fredthefighter
2009-08-27, 01:33 PM
It's really all based on how you flavor your pokemon. If you have claws, you probably have scratch instead of tackle. And Usually you'll want a regular version of something before you get the more powerful version later on (like slash, which will be awesome). Personality deals with Status moves and Out of Combat encounters. And Speed will only really determine the distance you can move and the order fo combat for now, I might give it another purpose in the future.

Perhaps Speed could apply (instead of Attack) for moves like Quick Attack, Mach Punch and Ice Shard.
Speed could possibly also apply (instead of Attack/Figure out how many times the attack hits) to moves that (in the games) can hit more than once, e.g. Fury Attack, Pin Missile, Comet Punch, etc, etc.

Just ideas that popped into my head.

Zovc
2009-08-27, 01:34 PM
Speed can serve the purpose of dodging or increasing accuracy (or both).

I know, everyone's going to tell me I'm an idiot who wants to break your system, but using what you have in place does actually keep speed in check.

For every 10 points of speed Slyly has, it gets a 1% chance to dodge (Yeah, I'm on your side now, surprise! :P). How you want to represent this is up to you, you can either subtract it from your opponents roll, or make a separate dodge roll when defending.

So, you use tackle, with a 95% chance to hit. I have 20 speed, so I have a 2% chance to dodge (It does seem somewhat pointless at such low ranks, I'm not going to lie, but if players are good sports about it [instead of pouting about having to roll an extra--almost hopeless--die], it will occasionally save you some HPs. Of course, at 100 Speed, this only gives you a 10% chance to dodge, but Speed has also been giving you better turn orders and possibly even allowing you to hit someone and run off.

Lorolar
2009-08-27, 01:36 PM
Lvl 1 Slik, The Ice Blue Lizard Pokemon
Type: Ice / Nature: Naughty / Role: Thrasher

Stats:
Attack: 10
Defence: 4
Special Attack: 7
Special Defence: 4
Speed: 6
Personality: 6
Hp: 12

Moves:
Ice Shard
Tackle

Special Abilities:
Charge: +2 to Spaces and Dmg of full body attacks

Description:
Playful but with a bit of a meanstreak, this small rounded lizard enjoys finding new things. Capable of generating ice at its front paws using the ice shards that make up its spine this pokemon frequently tries to freeze things to see what will happen.

Evolves Twice
- Level 18: +2 Att / +1 Def / +2 Per / +2 Sp Att / +1 Spe / +1 Sp Def
Fridgi: The Iceshard Lizard Pokemon
The evolved form of, having increased in size this pokemon is happy moving about on either all fours or just its hind legs. It has developed a long and powerful tail which it can use to defend itself in battle and the shards on its back have lengthened into spines of ice. This pokemon dreams of flight and can often be found fallen deep into snowdrifts at the bottom of cliffs.

- Level 30: +3 Att / +2 Def / +4 Per / +3 Sp Att / +3 Spe / +2 Sp Def

Blizagi The Ice Dragon Pokemon
- Fully grown, has grown large and powerful wings and developed its internal control over ice. The shards on its back have extended over much of its body like armour. Rarely seen, this pokemon has lost the mischeveous nature of its previous forms and is much more calm and slow to trust others. It makes its home high in frozen mountains where most pokemon are unable to go.

names pending, I was bored :smalltongue:

Croverus
2009-08-27, 01:43 PM
Lvl 1 , The Ice Blue Lizard Pokemon
Type: Ice / Nature: Naughty / Role: Thrasher

Stats:
Attack: 10
Defence: 4
Special Attack: 7
Special Defence: 4
Speed: 6
Personality: 6
Hp: 10

Moves:
Ice Shard
Tackle

Special Abilities:
Charge: +2 to Spaces and Dmg of full body attacks

Description:
Playful but with a bit of a meanstreak, this small rounded lizard enjoys finding new things. Capable of generating ice at its front paws using the ice shards that make up its spine this pokemon frequently tries to freeze things to see what will happen.

Evolves Twice
- Level 18: +2 Att / +1 Def / +2 Per / +2 Sp Att / +1 Spe / +1 Sp Def
: The Iceshard Lizard Pokemon
The evolved form of, having increased in size this pokemon is happy moving about on either all fours or just its hind legs. It has developed a long and powerful tail which it can use to defend itself in battle and the shards on its back have lengthened into spines of ice. This pokemon dreams of flight and can often be found fallen deep into snowdrifts at the bottom of cliffs.

- Level 30: +3 Att / +2 Def / +4 Per / +3 Sp Att / +3 Spe / +2 Sp Def

: The Ice Dragon Pokemon
- Fully grown, has grown large and powerful wings and developed its internal control over ice. The shards on its back have extended over much of its body like armour. Rarely seen, this pokemon has lost the mischeveous nature of its previous forms and is much more calm and slow to trust others. It makes its home high in frozen mountains where most pokemon are unable to go.

names pending, I was bored :smalltongue:

Looks good, you should have 12 HP (8 base + (4 Def +4 SpD)/2)

Lorolar
2009-08-27, 02:02 PM
Fixed, and are the moves okay? I'm stuck for names too :smalltongue:

zagan
2009-08-27, 02:34 PM
It been some time since I participate so I decid to create another pokemon.

Lv1 Huile, The Seeping pokemon
Poison Type, Modeste Nature
Role - Blasters
Stats
Att 4; Def 5; SpA 15; SpD 5; Spe 10; Per 3
HP - 9/9

Moves:
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Leer - N/A; 1 Target - 8 Spaces; 92% Acc; Target -3 Def
EMPTY
EMPTY

Special Abilities:
Strike Through - When a target is hit by a Special Attack, 1 enemy adjacent to target takes half the damage the target took(rounded up). Every six levels after that, add one extra enemy, up to 5 enemies taking the strike through damage. This is Passive.


Evolution - 2 Evolutions
1st - Level 11 = +0 Att, +1 Def, +2 SpA, +1 SpD, +1 Spe, +1 Per (become poison/fire when mechanic in place.
2nd - Level 22 = +1 Att, +2 Def, +2 SpA, +2 SpD, +1 Spe, +1 Per

Description:
Stage1 : Huile as the apparence of a dark puddle on the ground with one big bubble in the middle serving as an eye.

Stage2: Petrole share a lot with Huile but now the bublle eye is floating a few centimeter of the rest of the body an surround by a flamming hallo.

Stage3: Kérosčne is drastiquely different from both Huile and Petrole he ressemble a sphere on fire rolling on the ground and leaving behind a toxic and flamable liquide. A dark eye can sometimes be seen on the surface of the sphere.

Croverus
2009-08-27, 03:21 PM
Fixed, and are the moves okay? I'm stuck for names too :smalltongue:

Yeah, they're fine just make sure you know what they do.

As far as names... hmm... how about Slik, Fridgi, and Blizzaga??

Lorolar
2009-08-27, 04:26 PM
I officialy love the name Slik for a pokemon.

and heres a picture (http://images2.wikia.nocookie.net/kirby/en/images/4/4a/Ice_Dragon_Pilot.png) of the little critter

Croverus
2009-08-27, 05:01 PM
I officialy love the name Slik for a pokemon.

and heres a picture (http://images2.wikia.nocookie.net/kirby/en/images/4/4a/Ice_Dragon_Pilot.png) of the little critter

It's adorable! And actually looks like a pokemon too! You get a cookie.

Lorolar


Anyone else that can find a picture for their pokemon and it looks similar to the style used in the anime... and the gameboy games... and the card game. Hell the art style is pretty consistent across most media, even fan-made stuff.

Fredthefighter
2009-08-28, 03:45 AM
It's adorable! And actually looks like a pokemon too! You get a cookie.

Lorolar


Anyone else that can find a picture for their pokemon and it looks similar to the style used in the anime... and the gameboy games... and the card game. Hell the art style is pretty consistent across most media, even fan-made stuff.

Well, using Google Images, the best I could do was Fyte's evolution Stryke, and that was just the Monkey from Kung-Fu Panda. :smallsigh:

Zombeezy might be a different story though.

Nope, nothing for Zombeezy (Zombie Wasps just turns up stuff about Marvel Zombies). In fact, everything wasp related is mostly Marvel. :smallsigh:

Croverus
2009-08-28, 10:16 AM
Just search for mosguitos and find a really gross looking one.

zagan
2009-08-28, 10:19 AM
I will try to look for image I can perhaps have something for sharp but I very much doubt I'll be able to find something for Huile.

Fredthefighter
2009-08-28, 10:29 AM
Just search for mosguitos and find a really gross looking one.

But he's a Wasp. A Zombie Wasp. Hence why he's called Zombeezy.

I think I found a few. :smallbiggrin:
http://www.mosquitoringtones.com/mosquito.gif
Number 1: Doesn't really fit as Zombeezy remains airborne almost constantly and is a completely different colour. It's scary enough though.

http://farm1.static.flickr.com/137/360186524_dd683ee250.jpg
Number 2: A little closer to the original concept, but still not quite there in my opinion. It looks more cute than scary.

http://comps.fotosearch.com/comp/UNC/UNC316/cartoon-fang-insect_~u15235593.jpg
Number 3: This would be perfect, if it didn't look like it was falling asleep and had a dark-coloured exterior.

http://www.illustrators.net/gothard/images/mosquito.jpg
Number 4: This is very very good, but not quite the Pokemon style.

http://i.ehow.com/images/GlobalPhoto/Articles/4860917/wasps-11-main_Full.jpg
Number 5: Same as Number 4, if not better.

http://www.clker.com/cliparts/6/b/b/4/1194985459724703368flying_wasp_gerald_g._01.svg.hi .png
Number 6: With a different colour scheme, this could be the one.

Conclusion: For scaryness and accuracy to the original concept, I would go with Number 5, but for (almost) fitting the Pokemon style, I would go with Number 6. If Number 5 could be drawn in the same style as Number 6, that would be perfect. The only thing any of these are missing are the dripping stingers and the slightly rotted flesh, things that distinguish Zombeezy from normal Wasps and Mosquitoes.

Croverus
2009-08-28, 10:32 AM
That's what Paint is for. Seriously, I encourage people to take a crack at either finding a picture and changing it to fit your concept or making a new one if you can't find an image that works well.

Fredthefighter
2009-08-28, 11:11 AM
That's what Paint is for. Seriously, I encourage people to take a crack at either finding a picture and changing it to fit your concept or making a new one if you can't find an image that works well.

I'll get on it. I have most of it done, I just need a way to make Paint create the look of rotting flesh.

NorseItalian
2009-08-28, 11:37 AM
A Zombie Wasp.

Zombie Wasp?

http://media.comicvine.com/uploads/0/77/99353-198054-wasp_super.jpg

Fredthefighter
2009-08-28, 11:40 AM
Zombie Wasp?

*Snip*

I saw that one too, but it's not quite what I was looking for. I took one of the images I found on Google and altered it slightly. I still need to find away to make the flesh look like it's rotting though.
http://i674.photobucket.com/albums/vv109/Fredthefighter_bucket/Zombeezy.png?t=1251477874
The dark colours blend nicely to make Zombeezy seem ghostly, and I'm happy with the dripping stuff (ectoplasm) on Zombeezy's fangs and stinger (which I had to elongate).

zagan
2009-08-28, 11:51 AM
I have a strock of luck an found an almost perfect image for sharp i just have to remove the guy originaly holding it and recolor the pommel.
http://img17.imageshack.us/img17/1753/sharpemj.jpg

Fredthefighter
2009-08-28, 11:52 AM
I have a strock of luck an found an almost perfect image for sharp i just have to remove the guy originaly holding it and recolor the pommel.
http://img17.imageshack.us/img17/1753/sharpemj.jpg

That's pretty nice looking.


Quick question: How do I make a rotting flesh effect on a drawing in MS Paint?

zagan
2009-08-28, 11:56 AM
Very nice image, has for rotting flesh on an insect you could try hole in the carapace with either white (or any other color depending on the background behind) or a mix of green and yellow as rotting flesh bellow ?

Fredthefighter
2009-08-28, 12:14 PM
Very nice image, has for rotting flesh on an insect you could try hole in the carapace with either white (or any other color depending on the background behind) or a mix of green and yellow as rotting flesh bellow ?

Thanks for the help.

New version (hopefully final version):
http://i674.photobucket.com/albums/vv109/Fredthefighter_bucket/Zombeezy-1.png?t=1251480051
The green bits are meant to blood/ectoplasm, dripping from the holes, weapons and missing parts of Zombeezy, e.g. the wings, that leg, the stinger, the jaws, the various holes in the carapace.

zagan
2009-08-28, 12:30 PM
Yes, very impressive. It seem perfect.

Fredthefighter
2009-08-28, 12:44 PM
Yes, very impressive. It seem perfect.

Thankyou, now I need to see if I can get one done for Fyte or perhaps Shadowsting (Zombeezy's evolution) or even Stryke (Fyte's evolution).

And I think I forgot to give Zombeezy the +1 to all stats for only evolving once instead of twice.

Shadowsting in my mind reminds me of HerculesKabuterimon.
http://dma.wtw-x.net/DMA/DigimonStands/Bandai/HerculesKabuterimon.jpg
But with a different colour scheme.


Shadowsting: The dark beetle Pokemon.
- When Zombeezy evolves, its bone structure and shape undergo mass changes. It adopts a more humanoid and beetle-like form. It grows to be over 7ft tall, and the wings can reach lengths of 6ft. Shadowsting's strong mandibles are able to crush stone. Shadowsting also has retractable long blade-like stinger-growths on its elbows, which glow slightly and are used to incapacitate its prey with various types of poison, which vary depending on Shadowsting's habitat. While most of its hide is black, red streaks run down the wing-casings and the torso.

So a black and red version of HerculesKabuterimon. I'll do my best.

Alright, this is the best I could do for Shadowsting.
I did this fairly quickly though, so it might not be as good quality as Zombeezy.
http://i674.photobucket.com/albums/vv109/Fredthefighter_bucket/Shadowsting.jpg?t=1251482482
Colour is a bit off due to not being able to Fill the darn thing, so I just decided to go with an inverted colours option which did the trick.

Croverus
2009-08-28, 01:54 PM
These look great guys. And Fred, yes you get the +1 all stats, menaing you should have another point of HP.

Something I have given a bit of thought but can't figure out how to finalize: Experiance gain and when to level up. It should be that you gain enough exerpience the first few lvels that you only need to win a handful of solo fights of pokemon equal or lower level. But I need to find a way to balance things out. Like the fact that no evolution pokemon are stronger at the start, maybe they need more experience to level? I don't know how you work it out.

Fredthefighter
2009-08-28, 01:58 PM
These look great guys. And Fred, yes you get the +1 all stats, menaing you should have another point of HP.

Something I have given a bit of thought but can't figure out how to finalize: Experiance gain and when to level up. It should be that you gain enough exerpience the first few lvels that you only need to win a handful of solo fights of pokemon equal or lower level. But I need to find a way to balance things out. Like the fact that no evolution pokemon are stronger at the start, maybe they need more experience to level? I don't know how you work it out.

Yeah, I know, the thing is though, I incorporated the +1 into Fyte (who evolves once into Stryke), must've missed it.

New Zombeezy stat-block:
Zombeezy
The zombie wasp Pokemon
Type: Ghost
Nature: Docile
Role: Sneak

Stats:
HP: 13
Attack: 6
Defence: 5
Special Attack: 12
Special Defence: 8
Speed: 12
Personality: 4

Moves:
Astonish
Scary Face


Special Abilities:
Suprise Attack: Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only.

Evolves Once
- Level 20: +3 Special Attack, +3 Speed, +3 Defence, +2 Special Defence, +2 Attack, +2 Personality

Description:
Zombeezy: The zombie wasp Pokemon
- Zombeezy is a 3ft long jet black undead wasp. Its stinger drips with some sort of unidentified ectoplasm. Zombeezy's wingspan can grow to be up to 3 feet. Zombeezy's preferred method of hunting its prey is to use its stinger to paralyze the enemy and then feed off of the fear it can cause with its rather monstrous visage. To harvest as much fear as possible, Zombeezy will use scare tactics, such as rustling in the bushes, glowing eyes in the dark, and other tricks, to frighten the target. Despite its hunting methods and appearance, it is quite a friendly Pokemon, willing to make new friends whenever possible. People who are scared easily often keep one around.

Shadowsting: The dark beetle Pokemon.
- When Zombeezy evolves, its bone structure and shape undergo mass changes. It adopts a more humanoid and beetle-like form. It grows to be over 7ft tall, and the wings can reach lengths of 6ft. Shadowsting's strong mandibles are able to crush stone. Shadowsting also has retractable long blade-like stinger-growths on its elbows, which glow slightly and are used to incapacitate its prey with various types of poison, which vary depending on Shadowsting's habitat. While most of its hide is black, red streaks run down the wing-casings and the torso.

Croverus
2009-08-28, 02:34 PM
We need to figure out how experience works.

We already have it established that this is a level up system.

So how is experiance gained? Hhow to we determine the amount gained? What amount of experiance is needed to reach the next level? How steeply does the experiance curve for leveling grow?

Any ideas?

Fredthefighter
2009-08-28, 02:40 PM
We need to figure out how experience works.

We already have it established that this is a level up system.

So how is experiance gained? Hhow to we determine the amount gained? What amount of experiance is needed to reach the next level? How steeply does the experiance curve for leveling grow?

Any ideas?

Hmmm, well, the CR system for 3.5 D&D is all I know in detail for experience.

Although with Pokemon the exp seems to depend on the type of Pokemon and its level (similar to Challenge Rating), but the amount of exp you get from a single enemy never goes down, instead, the amount of exp for the next level increases drastically, meaning that although you could sit there all day, one-shotting low-level mooks, if you want to level up quickly enough to actually have fun, you'll need to be fighting Pokemon of around your level.

I really don't know. As I said, I know the D&D exp system in detail and the Pokemon system is the only other one I know, but I only know the Pokemon system on a basic level.

zagan
2009-08-28, 02:43 PM
Why not just use the formula from D&D 3.5 a little tone down ?

To pass from level 1 to level 2 100xp, to pass from 2 to 3 200xp and continuing like that. So to go from level 10 to 11 I need 1000xp.

Croverus
2009-08-28, 04:21 PM
I considered just transfering and toning down the early levels a great deal. 100 experience to level up to level 2 might even be too high, more like 50 experiance. Also, the number of times a pokemon evolves changes both how much experiance it gives when defeated, and it determines how quickly it level up overall. I know my lv 8 Onix needs about 600 xp to level up, and my Level 8 Pidgey only needs 350 cause pidgey is gonna Evolve when it hits level 12 (or something).

We should figure out an equation that can be applied to any pokemon to determine how much experiance is needed to hit the next level, not sure if we even should round it off to a tens or a hundreds place. I've had a pokemon that leveled up perfectly (it needed like 23 exp left and i beat a pokemon worth 23 exp) and it said it needed I think 177 exp to level up again. Also we need an equation that will determine how much exp a pokemon is worth if you beat it.

zagan
2009-08-28, 04:37 PM
Ah ok sorry I miss that. Ok, then we need to account for 3 possibility, no evolution left, 1 evolution left and 2 evolution left and depending on the pokemon current situation he look at the column correponding.

{table=head]level|2 evolution|1 evolution|no evolution
1|50|100|150
2|100|200|300
3|150|300|450
4|200|400|600
5|250|500|750
[/table]
And like that until 30, not sure on the number use as a base.

Let's compare three situation
Pokemon A evolve twice at level 17 and 25
Pokemon B evolve once at level 15
Pokemon C don't evolve at all
At level 5
Pokemon A as 750xp and need 300 more to level up
Pokemon B as 1500xp and need 600 more to level up
Pokemon C as 2250xp and need 900 more to level up

That doesn't seem pratical, as for determining xp given that depend on xp need to level up.

Croverus
2009-08-28, 05:21 PM
This could work if you drastically dial back on how much MORE xp you need to level. I think we should track total xp, like they do in the game. Using maybe 20, 40, and 60 instead of 50, 100, and 150. So a pokemon that evolves twice, at Lv 3 would have a total of 60 exp if he just leveled and didn't have leftover. At Lv 5 would have 240 exp. And so on. I'll make a graph for it when I get home.

I scaleback because the amouth of xp a pokemon is worth is based on its level and role, so like a Tank role pokemon level 1 would be worth, say, 10 xp, and a Wild role worth 6 (because in a 1 on 1 fight, the tank is harder to beat). Maybe base the exp by the Health of a pokemon?

Strawman
2009-08-28, 05:51 PM
Don't the evolving pokemon become more powerful than the non-evolving after the evolution? In that case they should start by getting experience fast, and then slow down with each evolution. It would give people a reason to withhold evolution, which would allow for interesting roleplaying situations.

Croverus
2009-08-29, 01:26 PM
Don't the evolving pokemon become more powerful than the non-evolving after the evolution? In that case they should start by getting experience fast, and then slow down with each evolution. It would give people a reason to withhold evolution, which would allow for interesting roleplaying situations.

And they can learn moves earlier before they evolve.

Yes, that could work out will because I do want this game to be strong on roleplaying. Also, this game can be played solo so if anyone wants to do some solo play to gain a few levels just let me know. I'm gonna start tracking which pokemon participate win fights and track who they beat so once we establish experiance earned I can hand that out and level those pokemon up. Then we can start a group game with them.

Fredthefighter
2009-08-31, 05:21 AM
And they can learn moves earlier before they evolve.

Yes, that could work out will because I do want this game to be strong on roleplaying. Also, this game can be played solo so if anyone wants to do some solo play to gain a few levels just let me know. I'm gonna start tracking which pokemon participate win fights and track who they beat so once we establish experiance earned I can hand that out and level those pokemon up. Then we can start a group game with them.

Cool. The question is, which Pokemon do I attempt to solo with, Fyte or Zombeezy? Fyte would most likely have an easier time at soloing (as he has more damaging moves, higher attack and more HP), while Zombeezy would be better in a group setting (as he can lower the enemies speed and use the attention-grabbing power of a Tank to use his Surprise Attack).

Croverus
2009-08-31, 09:03 AM
Yeah, Zombeezy would have a tougher time solo unless it became more a predator/prey setting where he stlaks prey and then attacks before they know he's there, and then if things turn bad, he runs for it!

Alaos, building the feat system right now, since experiance is not going to be a major issue until after the game has more people. But I wana see if I should add the feat system now or later. Also, gonna call is something other than feats... I'll think of a name later.

Fredthefighter
2009-08-31, 10:59 AM
Yeah, Zombeezy would have a tougher time solo unless it became more a predator/prey setting where he stlaks prey and then attacks before they know he's there, and then if things turn bad, he runs for it!

Alaos, building the feat system right now, since experiance is not going to be a major issue until after the game has more people. But I wana see if I should add the feat system now or later. Also, gonna call is something other than feats... I'll think of a name later.

Well, we already have Abilities, Moves, Stats and Feats, how about the TCG system of Poke-Powers and Poke-Bodies.
Poke-Powers and Poke-Bodies could be in the same sub-section and have a choice between the two, with the difference being that Poke-Powers have to be activated (e.g. Blastoise's Rain Dance in Base Set 1) and Poke-Bodies are passive abilities (e.g. Sharpedo's Rough Skin in the games).

And I think using Zombeezy constantly as predator-prey would work (as he has high Special Attack and high Speed), as well as the Surprise Attack ability, but only to some extent. Even with Surprise Attack, Zombeezy can only deal 8 damage, IN MELEE RANGE, if he wants to strike from the bushes, he can only deal 4 damage with Astonish. On the upside, if he has to run away (or if the "prey" tries to run away), he can use Scary Face to lower their speed and then run after them/run off.

Croverus
2009-08-31, 11:02 AM
Ok, so the Feats include the Poke-Bodies and Poke-Powers. Should I include things like Legendary, Baby, Shiney, and so on for those things? Legendary is something that only a Lv 30 pokemon with no evolutions can get.

Kobold-Bard
2009-08-31, 11:14 AM
Sorry, I've been away for a while. What did I miss?

zagan
2009-08-31, 11:17 AM
I'm not sure it's wise to give Legendary statue too PC.
Baby seem unecessery to me it's just the lowest evolution possible, it exist in the game because they need an excuse to give one more to an existing pokemon without making it evolve.
Shiny on the other hand could be cool, but probably more useful for npc again because we are creating original pokemon.

Well it's your choice, but yeah i'm not sure.

Croverus
2009-08-31, 11:51 AM
I'm not sure it's wise to give Legendary statue too PC.
Baby seem unecessery to me it's just the lowest evolution possible, it exist in the game because they need an excuse to give one more to an existing pokemon without making it evolve.
Shiny on the other hand could be cool, but probably more useful for npc again because we are creating original pokemon.

Well it's your choice, but yeah i'm not sure.

Ok, I'll get rid of Shiney, Baby, and Legendary as far as being PC modifiers.

I'm going to look up as many of the abilites they had in the pokemon games and start making a list fo them and they're use.

Fredthefighter
2009-08-31, 01:19 PM
Ok, so the Feats include the Poke-Bodies and Poke-Powers. Should I include things like Legendary, Baby, Shiney, and so on for those things? Legendary is something that only a Lv 30 pokemon with no evolutions can get.



Legendary template for NPCs could be as simple as heavy stat increases and better moves.

Baby template for NPCs could be stat penalties or something, but a Personality boost for being cute.

Shiny would most likely just be a Personality boost and maybe increased effect to certain moves.

Just my 2p.

Croverus
2009-08-31, 02:22 PM
Legendary template for NPCs could be as simple as heavy stat increases and better moves.

Baby template for NPCs could be stat penalties or something, but a Personality boost for being cute.

Shiny would most likely just be a Personality boost and maybe increased effect to certain moves.

Just my 2p.

Yeah, that was what I had in mind.

If you solo than its a survival game, but in a group you delve into more adventurer style play, including the society more peacefu pokemon would form. If anyone wants to try soloing just let me know and I can make a private board for you. If anyone wants to do some group play testing tlak to eachother and let me know. I'm still wokring out the whole "feat" thing, I'm thinking making it standard for everyone. You get one when you are level 1, and gain one every 10 levels. Also when you evolve you can trade one in for another one. Just need to make a list of them and then everyone can pick their Lv 1 Poke-Body or Poke-Power. If you have something in mind you want, tell me and I'll put something similar on the list so you can pick it.

Fredthefighter
2009-08-31, 02:30 PM
Yeah, that was what I had in mind.

If you solo than its a survival game, but in a group you delve into more adventurer style play, including the society more peacefu pokemon would form. If anyone wants to try soloing just let me know and I can make a private board for you. If anyone wants to do some group play testing tlak to eachother and let me know. I'm still wokring out the whole "feat" thing, I'm thinking making it standard for everyone. You get one when you are level 1, and gain one every 10 levels. Also when you evolve you can trade one in for another one. Just need to make a list of them and then everyone can pick their Lv 1 Poke-Body or Poke-Power. If you have something in mind you want, tell me and I'll put something similar on the list so you can pick it.

Sounds good. 3 per character sounds about right.

Croverus
2009-09-01, 10:34 AM
Played some pokemon this morning. I learned that pokemon shoudl be able to level up incredibly fast at early levels. My starter pokemon leveld up twice after beating only five pokemon, 2 level 3s and 3 level 2s. Pokemon gain health much slower in that game so amount of xp gained is a set number multiplied by the enemy's level. So it took about 70 exp to go from level 5 to level 7. For a pokemon with 3 evolutions, that's good. The main thing was that you often fought pokemon several leveal below you, and still were gaining enough xp to level up after a handful of battles. And the battles themselves averaged 3 rounds long. So far we're doing good having fights stay short with fast level progression, like they do in the game.

So I stand by my previous decision. Experiance gained will be equal to a pokemon's Health. # of evolutions will also play a small role in altering this, but we'll worry about that later.

As for how much experiance you gain, I think I'm going to use 15, 30, and 45 as the scale. That sounds like a decent amount to me. Thoughts?

Saint Nil
2009-09-01, 10:56 AM
So everyone, using a random number generator, I've created a fire-type leader who evolves twice. Please tell me what you think.

Name-Argox
Type-Fire
Nature-Relaxed
Role-Leader
Stats
Att-6
Def-8
SpAtt-7
SpDef-8
Spd-4
Per9
HP16

Description-Argox is the first stage of his family’s evolution, and starts out at 1 foot high. Argox appears to be a red hemet with a horn in the forehead, and feet. In truth, Argox has tow small arms under his helmet that he can extend, but this are more used for feeding than attacking. Attracted to water, Argox stays in shallow pools, but also lives by lakes and streams, using them to cool off his naturally warm body and hunt for food. More creative uses for Argox involve creating natural hot-tubs. Though his tiny legs imply a lack of speed, when needed Argox can use it's ability to create flames to propel itself for short distances.

Powers

Pound-Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Ember-Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Leader Powers

Inspire-All adjacent allies have +2 Att and Def for the rest of Combat. Every 7 levels after 1st (8th, 15th, 22nd, 29th) Inspiration bonus increases by 4, up to +18 Att and Def at level 29.

I also have his two evolutions that I'll post next if their are no complaints.
First Evolution

Argoyle
Evolves at-Level 13

Description-When Argox evolves, his once short arms and legs grow to great lengths (compared to his former size), and when standing up straight, Argoyle is between 5 and 6 feet high. Completely covered in red plates, Argoyle’s horn has grown longer, as well as a ridge of spine spikes. His hands end in sharp red claws, capable of scratching boulders from a combination of its heat and sharpness. His body still emits high levels of heat, but Argoyle is capable of making those it cares about immune form the burning effect, but they will still feel its warmth. Once it’s only mode of transportation, Argoyle is still able to propel itself with its flame, but can now use in different ways allowing new techniques such as Rocket Punch.

Croverus
2009-09-01, 11:58 AM
So everyone, using a random number generator, I've created a fire-type leader who evolves twice. Please tell me what you think.

Name-Argox
Type-Fire
Nature-Relaxed
Role-Leader
Stats (level 3)
Att Def SpAtt SpDef Spd Per HP
8 9 8 7 4 7 22
Description-Argox is the first stage of his family’s evolution, and starts out at 1 foot high. Argox appears to be a red hemet with a horn in the forehead, and feet. In truth, Argox has tow small arms under his helmet that he can extend, but this are more used for feeding than attacking. Attracted to water, Argox stays in shallow pools, but also lives by lakes and streams, using them to cool off his naturally warm body and hunt for food. More creative uses for Argox involve creating natural hot-tubs. Though his tiny legs imply a lack of speed, when needed Argox can use it's ability to create flames to propel itself for short distances.

Abilities-Pound
Ember

I also have his two evolutions that I'll post next if their are no complaints.

Ok, I see that you balanced out his stats. But we're starting at level one. I'll do the numbers real quick and make sure you are at a Level 1 Leader of the Fire type with a Relaxed nature and 2 evolutions. Also, Pound and Ember are your moves, make sure they're listed as such, your abilities are the special actions you gain from your role. Listing all the stats for both moves will help qucik reference instead of haivng to look at the Move list to see what they do.

Saint Nil
2009-09-01, 12:00 PM
Fixed it.:smallsmile:
Also, is that enoguh fluff for him, or do I need to shorten it or make it longer?

Croverus
2009-09-01, 12:16 PM
Fire Base stats are:
Attack - 6
Defense - 4
Sp Attack - 6
Sp Defense - 5
Speed - 5
Personality - 4

Relaxed Nature is +3 Defense, -2 Speed
Leader gives a +1 Defense, +1 Sp Attack, +1 Sp Defense, and +3 Personality
2 Evolutions gives no bonus
So even without adding the 5 free points that can go anywhere you want:
Attack - 6
Defense - 8
Sp Attack - 7
Sp Defense - 6
Speed - 3
Personality - 7

So you still have those 5 points. Personally, I'd place them like this:
Attack - 6
Defense - 8
Sp Attack - 7
Sp Defense - 8
Speed - 4
Personality - 9

After that, HP is the base class plus the average of your Defense stats, so 8 base for Leader, adn then average of 16 (8 Def + 8 SpDef) is 8. So you have 16 HP at level 1, congrats.

Croverus
2009-09-01, 12:28 PM
Fixed it.:smallsmile:
Also, is that enoguh fluff for him, or do I need to shorten it or make it longer?

The fluff is nice, I like it.

Saint Nil
2009-09-01, 12:37 PM
Oh, I thought per was something else...., reworked stats, I know have lower attack and more personality. Thank you.

Zaakar
2009-09-01, 12:41 PM
Now I've read the entire thread and this is really interesting. There is alot of work to do, alot I don't understand and alot i disagree with, but this is defenetly going in the right direction. I'll probably have more opinions later, but lets start out like this:
I've made my own pokémon, and some fluff regarding that kind of pokémon.

Animums
General Statistics:

Psychic(/Ice):
Att:2 Def:2 SAtt:8 SDef:6 Spe:6 Per:6
Evolve at level 11 and 12


Fluff, animum society:

The animums have a society of their own. These societies mostly exists high up in the mountains, where there is snow most of the year. Animums have had their societies in vallys before, but animums who didn't live in more remote places of the world were quickly hunted to extinction due to the beautiful animum crystal they natrually grow.

Civigens cannot talk, they can only communicate telepathically, and normally do so almost only to other animums. Dimiment develop strong mental defense, but are inadept at controlling this ability, thus most civigens cannot communicate with a dimiment, they simply cannot pierce the strong defense that dimiments develop. Mentisruses further develop their defenses, but unlike dimiments mentisruses have masterlike control and can "let in" civigens as well as communicate words, pictures, emotions and even complex orders to civigens almost as easy as they think themselves. Demiments develop the ability to talk and mentisruses retain this ability, but most animums spend their entire life in their own protected society and thus never need (nor want) to speak.


Fluff, animum evolve levels

Animum is not the accual name of any stage in their evolving, but animums are an intelligent specie and they have a name for themselves, in the same manner as we name ourselves humans. Animums evolve in three stages:

First: Civigens
Most animums in their society are civigens. Civigens look kind of like large larvas. They are about two feet long, one feet wide and one feet tall. They have eight legs and are more or less covered with fur that is white with some blue stripes. They are born with an oval shaped crystal that cover their eyes and mouths, called animus crystal. This crystal is very beautifully colored; it's a mix of all the colores of the rainbow, each unique in it's appearance. As Civigens age, their crystal grow and cover more and more of the civigens body. A really old civigen can have more then half of it's back covered by this crystal. Animum crystals offer no protection, instead a large crystal is a sign of wisdom and age. Civigens have excelent balance and unless they are pushed they never fall.

Second: Dimiment
Most animums do not evolve at all, and many even fear doing so. The reson is that dimiments, that civigens evolve into, are considered a fragile and wry form be the other animums. The reson dimiments are scorn by their own is that upon evolving, the legs of the civigens join and dimiments instead have two legs and two arms. Their legs and arms are not very strong and this stage of evolution of the Animums is fragile. Dimiments form three claws, but these are not used for battle; dimiments use their mind alone in battle, instead the claws are for climbing. The animums consider this stage a test that one must pass alone, being seen by another Animum in this shape is one of the greatest dishonors an animum can face. Instead they chose solitude during their time as dimiments and do not return to their society until they have fully evolved into the honored and gloryfied mentisrus. Dimiments are slightly taller then 2 feet. Upon becoming a dimiment, dimiments are covered to their shoulders by animus crystal.

Third: Mentisrus
Mentisruses stand about three and a half feet tall, they have a slim, humanlike body and barely ever walk. Instead, they levitate. Upon becoming a mentisrus the animum crystal cover half the mentisruses chest and upper arms and the scapulas at the back. As they age, the crystal only grows on the back and for very old mentisruses who became mentisruses in early age, the animum crystal is almost like a cape. These masters of the animum society has psycic powers beyond almost any other and can coordinate the thoughts of dosens of other civigens.


My own animum:

Step one:
Psychic (suprise! :smallsmile:)
Att:2 Def:2 SAtt:8 SDef:6 Spe:6 Per:6

Step two:
Modest
Att:1 Def:2 SAtt:11 SDef:6 Spe:6 Per:6

Step Three:
Evolves Twice

Step Four:
Blaster
Att:2 Def:4 SAtt:16 SDef:6 Spe:8 Per:6 HP:8

Suggested moves:
Calm mind
Ice Ball

Special abilities:
Strike Through


Well, at least I had fun making this :smallwink:

Croverus
2009-09-01, 01:47 PM
Now I've read the entire thread and this is really interesting. There is alot of work to do, alot I don't understand and alot i disagree with, but this is defenetly going in the right direction. I'll probably have more opinions later, but lets start out like this:
I've made my own pokémon, and some fluff regarding that kind of pokémon.

Animums
General Statistics:

Psychic(/Ice):
Att:2 Def:2 SAtt:8 SDef:6 Spe:6 Per:6
Evolve at level 11 and 12


Fluff, animum society:

The animums have a society of their own. These societies mostly exists high up in the mountains, where there is snow most of the year. Animums have had their societies in vallys before, but animums who didn't live in more remote places of the world were quickly hunted to extinction due to the beautiful animum crystal they natrually grow.

Civigens cannot talk, they can only communicate telepathically, and normally do so almost only to other animums. Dimiment develop strong mental defense, but are inadept at controlling this ability, thus most civigens cannot communicate with a dimiment, they simply cannot pierce the strong defense that dimiments develop. Mentisruses further develop their defenses, but unlike dimiments mentisruses have masterlike control and can "let in" civigens as well as communicate words, pictures, emotions and even complex orders to civigens almost as easy as they think themselves. Demiments develop the ability to talk and mentisruses retain this ability, but most animums spend their entire life in their own protected society and thus never need (nor want) to speak.


Fluff, animum evolve levels

Animum is not the accual name of any stage in their evolving, but animums are an intelligent specie and they have a name for themselves, in the same manner as we name ourselves humans. Animums evolve in three stages:

First: Civigens
Most animums in their society are civigens. Civigens look kind of like large larvas. They are about two feet long, one feet wide and one feet tall. They have eight legs and are more or less covered with fur that is white with some blue stripes. They are born with an oval shaped crystal that cover their eyes and mouths, called animus crystal. This crystal is very beautifully colored; it's a mix of all the colores of the rainbow, each unique in it's appearance. As Civigens age, their crystal grow and cover more and more of the civigens body. A really old civigen can have more then half of it's back covered by this crystal. Animum crystals offer no protection, instead a large crystal is a sign of wisdom and age. Civigens have excelent balance and unless they are pushed they never fall.

Second: Dimiment
Most animums do not evolve at all, and many even fear doing so. The reson is that dimiments, that civigens evolve into, are considered a fragile and wry form be the other animums. The reson dimiments are scorn by their own is that upon evolving, the legs of the civigens join and dimiments instead have two legs and two arms. Their legs and arms are not very strong and this stage of evolution of the Animums is fragile. Dimiments form three claws, but these are not used for battle; dimiments use their mind alone in battle, instead the claws are for climbing. The animums consider this stage a test that one must pass alone, being seen by another Animum in this shape is one of the greatest dishonors an animum can face. Instead they chose solitude during their time as dimiments and do not return to their society until they have fully evolved into the honored and gloryfied mentisrus. Dimiments are slightly taller then 2 feet. Upon becoming a dimiment, dimiments are covered to their shoulders by animus crystal.

Third: Mentisrus
Mentisruses stand about three and a half feet tall, they have a slim, humanlike body and barely ever walk. Instead, they levitate. Upon becoming a mentisrus the animum crystal cover half the mentisruses chest and upper arms and the scapulas at the back. As they age, the crystal only grows on the back and for very old mentisruses who became mentisruses in early age, the animum crystal is almost like a cape. These masters of the animum society has psycic powers beyond almost any other and can coordinate the thoughts of dosens of other civigens.


My own animum:

Step one:
Psychic (suprise! :smallsmile:)
Att:2 Def:2 SAtt:8 SDef:6 Spe:6 Per:6

Step two:
Modest
Att:1 Def:2 SAtt:11 SDef:6 Spe:6 Per:6

Step Three:
Evolves Twice

Step Four:
Blaster
Att:2 Def:4 SAtt:16 SDef:6 Spe:8 Per:6 HP:8

Suggested moves:
Calm mind
Ice Ball

Special abilities:
Strike Through


Well, at least I had fun making this :smallwink:

I really like how you had that the three stages all live together as one society. That actually could work really well. I mean, even in DnD there are hundreds of humanoids races with societies, just they get spread otu all over the place. This is only different in that a lot of pokemon are not very humanoid.

And I see where you added the 5 points, very nice. I think You'll have 9 Hp rather than 8. I still need to figure out how to make it clear that you take the average of Defense and Special Defense and add that to base HP, cause a lot of people have been adding their full Defense only, or both Defense stats... or only the base HP. Other than the 1 point of Health everything looks great.

I'm always interested to hear what people have to say about it. Any criticism is welcome. And if I debate your points understand I do so only to explain something that might make sense to me but is complicated, or because I really enjoy debating, I never pot anything out of anger.

Saint Nil
2009-09-01, 01:52 PM
I find it interesting, but I thought the pokemon were more wild than that. I was going off the (early) tv show, so I never really thought of the pokemon creating societies of their own. It does add a whole new level to the game though. Could work out nice to find a village full of friendly pokemon.

Concerning feats-I think they would be a little out of place in this type of Rpg, but if you have them, what kind of feats will they be? Perhaps like a pokemon 's nature, some aspect of the pokemon that stands out(like a tentacool's ability to no be affected by stat lowering attacks.)

Croverus
2009-09-01, 01:58 PM
I find it interesting, but I thought the pokemon were more wild than that. I was going off the (early) tv show, so I never really thought of the pokemon creating societies of their own. It does add a whole new level to the game though. Could work out nice to find a village full of friendly pokemon.

Actually, since there are no trainers, the world would exist that while a lot fo pokemon start out wild, they do form their own society, of sorts. Many pokemon gather together by type. Even in the early show when pokemon were shown to be wild animals unless ownder by a trainer, you still see a large variety of bug pokemon together, and the same with many flying and ocean dwelling types respectively. Heck, in later series it was made clear that pokemon in urban terrain often created their own small soceites in the alleys and deserted lots left by humans.

So a society of pokemon living together, possibly raising structure sot live in and an economy based around berries and natural items, and even forming small care centers... A pokemon with a Class Role will come from such a place, or eventually be part of it. Pokemon that do not belong to these societies are given the Wild Role, with base HP similar to a Sneak or Sniper and slow stat growth because they do not have anyone to help them grow stronger. Pokemon that don't actively seek to strengthen their own power and are content on living in the pokemon "villages" will be given Roles similar to the NPC classes in DnD.

Saint Nil
2009-09-01, 02:00 PM
Ah, so many "villages" could just be small settlements of pokemon living together in harmony, like a school of fish, or several different types of forest creatures living together?

Croverus
2009-09-01, 02:02 PM
Concerning feats-I think they would be a little out of place in this type of Rpg, but if you have them, what kind of feats will they be? Perhaps like a pokemon 's nature, some aspect of the pokemon that stands out(like a tentacool's ability to no be affected by stat lowering attacks.)

Actually that is exactly what the feats will be.

I'm making a list right now, so far they have stuff like Keen Sight to prevent accuracy lost, Rivalry raises your Attack when you go up against a pokemon of the same gender, Oblivious ignores ANY stat changes (negative, but positive as well), Rough Skin causes an attacker to hurt themselves when they touch you, Swift Swimmer raises Speed in rain or watery terrain, and other things like that.

Exactly, the largest pokemon "village" I've designed barely hits 200 individuals. Most in the lower levels, maybe 15 in the teens, and then only 3 that are over level 20.

Zaakar
2009-09-01, 02:49 PM
Pokémons are kinda animals, I guess, but many animals are colony-animals. Colonies might actualy have been a better word in the context. They group up because they can and want to communicate telepathicly and survive better that way. In the same manner as wolves who have an alpha male in the colonies, mentisruses is the natrual leader or protector of the colony, thus more distinct differances between diffrent animums appear then normal in nature. Thats how I resoned.

Regarding feats, I've got an idea:
Feats should stay feats. It doesn't have to be a big deal, just take some core feats and put them in pokémon words instead. As a start, anyway.
Suggestions:

Move focus
The base accuracy of the selected move is increased by 10%
Move Specizalisation
The base damage of the selected move is increased by +2
Thoughness
You gain (3/4)(Def+SpDef) per level instead of the normal (1/2)(Def+SpDef) per level. This change is retroactive.

And so forth


I think it's very off to call properties such as "baby" feats. I suggest that you instead implement another system in the character progression process. I call this Poké-Abilities (PAs) now, but if you accualy choose to use this, think of a better name, please :smalltongue:
This is what I've been thinking:

When designing a new spiecies of pokémon, you gain 5 PA points. Use them to purchuse PAs for that kind of pokémon. All pokémons of a single spicies have the same PAs, regardless of nature or role. You may chose PAs for more then 5 points, but this will either give your pokémon spicies a level adjustment or you have to choose PFs (Poké-flaws). You can't choose PFs for more then a -3 worth.

PAs:

PAs:
One point PAs:
Ice resistant:
All pokémons who are Ice resistant take 2 less damage from ice attack, and only suffer ill effects from cold in extreme cold.
Fire resistant:
All pokémons who are Fire resistant take 2 less damage from Fire attack, and only suffer ill effects from heat in extreme heat.
(and similar for the other types, maybe use the element scheme and put all types under four resistanse PAs)

Two point PAs:
Levetating
All pokémons with the levetating PA levetate.

Three point PAs:
Flying
All pokémons with the fly PA fly.
Telepathic, lesser
All pokémons with the telepathic, lesser ability can communicate telepathicly with other pokémons who have the telepathic, lesser ability. This communication is limited to words and, with concentration (one standart action...?) pictures.

Four point PAs:
Telepathic, greater
All pokémons with the telepathic, greater ability can communicate telepathicly with any other being. This communication is barely limited, the pokémon with the ability can easily "tell" other creatures (one creature at a time/level) almost anything; emotions, words, pictures, elaborate things the pokémon with the ability wishes the other to do and so forth. At level 30, the pokémon with this ability can give thought, images, pictures and so forth without the recieptant being aware that it's not his own toughts.

Five point PAs:
Burning
Moves that deal fire damage deal one extra damage/two levels

Conductive
Moves that deal lightning damage deal one extra damage/two levels

Forteen point PAs:
Legendary:
huge bonuses, this would be +2 LA, after all. I just don't know what bonuses that would fit :smallsmile:


You might notice Greater telepathic being much more interesting and potent then the others and that it also scales with level. If you choose to use PAs and PFs, then most abilities should be more interesting then listed here, also, the numbers should be revieved. I didn't try to balance this suggestion, since I don't know if you'll want to use it or not. I'll help you out if you want to :smallbiggrin:

Another idea, how about you gain more points upon evolving? maybe like this:
No evolve: +2 points upon character creation
Evolve once: +1 point upon character creation, +2 point upon evolving
Evolve twice: +1 point upon character creation, +1 point at first evolving +2 points at second evolving

PFs:

One point PFs:
Fire vournable (cannot be taken by grass type pokémons.)
Pokémons with this PF take an additional 5 damage from fire attacks, more are easily affected by warm temperatures
Baby
Until you reach level 5, you effectivly only have half the Spe and Soc stats you normally would have.

Two point PFs:
Slow
Pokémons with this PF half their speed after step four in character creation.

Three point PFs:
Weak
Pokémons with this PF half their attack after step four in character creation.


That's how I'd like it to be. You're the creator of this thing so you choose what goes because you're the one who spend alot of time putting this togeather. GLHF with future work, I'll ceep on giving toughts and opinions.

Well, it's five to ten PM here in sweden and I've got an early morning ahead of me, so goodnight. Will check back in tomorrow.

Croverus
2009-09-01, 03:07 PM
Pokémons are kinda animals, I guess, but many animals are colony-animals. Colonies might actualy have been a better word in the context. They group up because they can and want to communicate telepathicly and survive better that way. In the same manner as wolves who have an alpha male in the colonies, mentisruses is the natrual leader or protector of the colony, thus more distinct differances between diffrent animums appear then normal in nature. Thats how I resoned.

Regarding feats, I've got an idea:
Feats should stay feats. It doesn't have to be a big deal, just take some core feats and put them in pokémon words instead. As a start, anyway.
Suggestions:

Move focus
The base accuracy of the selected move is increased by 10%
Move Specizalisation
The base damage of the selected move is increased by +2
Thoughness
You gain (3/4)(Def+SpDef) per level instead of the normal (1/2)(Def+SpDef) per level. This change is retroactive.

And so forth


I think it's very off to call properties such as "baby" feats. I suggest that you instead implement another system in the character progression process. I call this Poké-Abilities (PAs) now, but if you accualy choose to use this, think of a better name, please :smalltongue:
This is what I've been thinking:

When designing a new spiecies of pokémon, you gain 5 PA points. Use them to purchuse PAs for that kind of pokémon. All pokémons of a single spicies have the same PAs, regardless of nature or role. You may chose PAs for more then 5 points, but this will either give your pokémon spicies a level adjustment or you have to choose PFs (Poké-flaws). You can't choose PFs for more then a -3 worth.

PAs:

PAs:
One point PAs:
Ice resistant:
All pokémons who are Ice resistant take 2 less damage from ice attack, and only suffer ill effects from cold in extreme cold.
Fire resistant:
All pokémons who are Fire resistant take 2 less damage from Fire attack, and only suffer ill effects from heat in extreme heat.
(and similar for the other types, maybe use the element scheme and put all types under four resistanse PAs)

Two point PAs:
Levetating
All pokémons with the levetating PA levetate.

Three point PAs:
Flying
All pokémons with the fly PA fly.
Telepathic, lesser
All pokémons with the telepathic, lesser ability can communicate telepathicly with other pokémons who have the telepathic, lesser ability. This communication is limited to words and, with concentration (one standart action...?) pictures.

Four point PAs:
Telepathic, greater
All pokémons with the telepathic, greater ability can communicate telepathicly with any other being. This communication is barely limited, the pokémon with the ability can easily "tell" other creatures (one creature at a time/level) almost anything; emotions, words, pictures, elaborate things the pokémon with the ability wishes the other to do and so forth. At level 30, the pokémon with this ability can give thought, images, pictures and so forth without the recieptant being aware that it's not his own toughts.

Five point PAs:
Burning
Moves that deal fire damage deal one extra damage/two levels

Conductive
Moves that deal lightning damage deal one extra damage/two levels

Forteen point PAs:
Legendary:
huge bonuses, this would be +2 LA, after all. I just don't know what bonuses that would fit :smallsmile:


You might notice Greater telepathic being much more interesting and potent then the others and that it also scales with level. If you choose to use PAs and PFs, then most abilities should be more interesting then listed here, also, the numbers should be revieved. I didn't try to balance this suggestion, since I don't know if you'll want to use it or not. I'll help you out if you want to :smallbiggrin:

Another idea, how about you gain more points upon evolving? maybe like this:
No evolve: +2 points upon character creation
Evolve once: +1 point upon character creation, +2 point upon evolving
Evolve twice: +1 point upon character creation, +1 point at first evolving +2 points at second evolving

PFs:

One point PFs:
Fire vournable (cannot be taken by grass type pokémons.)
Pokémons with this PF take an additional 5 damage from fire attacks, more are easily affected by warm temperatures
Baby
Until you reach level 5, you effectivly only have half the Spe and Soc stats you normally would have.

Two point PFs:
Slow
Pokémons with this PF half their speed after step four in character creation.

Three point PFs:
Weak
Pokémons with this PF half their attack after step four in character creation.


That's how I'd like it to be. You're the creator of this thing so you choose what goes because you're the one who spend alot of time putting this togeather. GLHF with future work, I'll ceep on giving toughts and opinions.

Well, it's five to ten PM here in sweden and I've got an early morning ahead of me, so goodnight. Will check back in tomorrow.

... wow...

This stuff is awesome, I really do like it. My one issue is: Were still working on the rough draft, like, Version 1.3 here. What your proposing (Level Adjustments, tracking a new stat, the flaws... I like it, its good stuff, but not sure if I'm ready to add that layer on yet... Unless I scrapped Feats alltogether and just added this stuff. That could work, maybe. Resistances and weaknesses are already dependent on type. And rather than gain PAs points every level, when you hit multiples of 5 it could work.

We can deffinately figure out how to work this. So far the system I have is enough to make a playable game. At least on a small scale. Going to want to make this idea work with the sytem I'm building.

Anything we already have in place for sure, like Type, Role, Nature, the 5 points you get to place, Health growth, 2 starting moves from the List I have, How combat works, Evolution, that stuff, its set, I'm happy how it is. But between Feats like DnD only modified for the game OR using the PAs/PFs, I actually like the Poke-Abilities idea.

Zaakar
2009-09-02, 06:45 AM
GAH! this was a long reply. Hopefully I didn't misspell anything or write things that makes no sense. Hopefully.



Resistances and weaknesses are already dependent on type.

Alot better then my suggestion.



This stuff is awesome, I really do like it. My one issue is: Were still working on the rough draft, like, Version 1.3 here. What your proposing (Level Adjustments, tracking a new stat, the flaws... I like it, its good stuff, but not sure if I'm ready to add that layer on yet...

Well, we're trying to get to the first "ready" edition (to use in the trainers version you mentioned), aren't we? The road there will either be bumpy or really slow, I'd guess.

I think it's a good idea to have a plan to get more overview over the entire project (maybe you have one...?) but I don't see the problem in finishing single parts of the system while others are still on an early stage. I mean, technically we should still be able play test such a half-made game.

My opinion on the matter. (Again, I will gladly help :smallsmile:)

I'm not sure if you understand my intention with the PA system (but then again, I might be the one misunderstandning things :smallredface:). The reson I suggested PAs to begin with is that I think some of the things that has been suggested as feats in this thread really shouldn't be feats.

Most feats are skills or tricks that you learn to use. "Baby" is not somthing you learn, nor is legedary. PAs was supposed to be abilities that pokémons are born with (or evolve to), kinda similar to bloodline feats, I guess. Since most pokémons are born with more awsome powers then humans are, I suggested this as a seperate system in the character creation progress.

Another reson I suggested PAs was to make a system to balance the racial powers of different pokémon spices. In DnD, humans don't have very many racial powers, and thus have a +0 LA. Shifters, on the other hand, have awsome racial abilities and thus have a huge LA.
Most players in DnD don't create custom races and this don't care very much about LA, but when designing a new pokémon the pokémon is supposed to have awseome inborn powers, thus LA will be a more obvious part of the system.
My intention with the PA system was to make an easy way of determining the LA of a pokémon and limit how many cool abilities most pokémons can have.

The way the system looks right now, there is no real limit to the number or power of a pokémons inborn abilities in the mechanics, and this puts alot of unnecessary preassure on the GM. Heres a new pokémon to describle what I mean:

"Flyaburnapsy is a fire/flying pokémon. It can at will start to burn with intense, damaging heat and it's fly speed is 200/perfect. It has no mouth, but communicate telepaticly. It has no arms, but can lift up to 2000kg at a time with telekinesis.
Also, It's invisble."

(BTW, invisible would be a cool PA, if done right :smallsmile:)



Unless I scrapped Feats alltogether and just added this stuff. That could work, maybe.




We can deffinately figure out how to work this. So far the system I have is enough to make a playable game. At least on a small scale. Going to want to make this idea work with the sytem I'm building. Anything we already have in place for sure, like Type, Role, Nature, the 5 points you get to place, Health growth, 2 starting moves from the List I have, How combat works, Evolution, that stuff, its set, I'm happy how it is. But between Feats like DnD only modified for the game OR using the PAs/PFs, I actually like the Poke-Abilities idea.


Well, there are probably an infinite number of good ways to do this. I'll keep suggesting things to challange you to make a system I think is better. Here are some of the infinite options you could pick:

Scrap feats and use PAs only

Scap PAs and use feats only

Don't scrap, use both

Don't scrap, cojoin them to a new, more awsome system :smallamused:

My personal favourites are the two latest.

"Don't scrap, use both" is the option I suggested to begin with read that post again if you've forgotten.
"Don't scrap, cojoin them to a new, more awsome system :smallamused:" is an interesting possibility. Maybe bind PAs to different types (and subtypes?) and motivate it as
"All psycic pokémons have the ability for telepahy inborn, but first have they to learn to master this ability."
Solve the problem by giving a specific number of PA points each level (maybe different for different types?) and let the players "purchase" PAs/feats (whatever you wanna call it) from their type list.

Poor, poor you. Some annoying guy pops up and gives all kind of stupid suggestions, and you have to decide wether to use them or not. I pity you for taking this huge work in your hands (and offer my help) :smallbiggrin:

Croverus
2009-09-02, 09:22 AM
I live for this kind of work. You have no idea how many games I've designed that failed because I never asked for people to criticize it and when I had the game "completed" I was the only person that really knew how to play it.

I like the idea of combining. My idea of feats was going to be what Fred suggested earlier, Poke-Bodies and Poke-Powers like the abilities pokemon start with.

So I'm gonna scrap Feats and use Pokemon Abilities instead. We can figure out a point-buy method for those, I'll work on a list this upcoming weekend since it'll be labor and I'll have a long weekend off from work. But all the Abilities pokemon have in the game, that's what I was calling feats, but calling them what they are, abilities, kinda makes more sense. I'm making list of possible 1 and 2 point ones right now, and have a ahndful of 3 point ones.

Poke-Abilities WILL NOT directly affect combat the way Role Abilities can, they will be passive for the most part or only have an impact outside of combat (meanign they are always going to be activated pasively, like a dragon's Fear aura in DnD. Except you can not choose to Suppress Poke-Abilities). For example, Levitate will make a pokemon Immune to Ground type attack in combat, as if that pokemon was the Flying type. Out of combat all it does it allows for easier travel across difficult terrain. To be able to Fly, a pokemon must have Flying as one of their types, otehrwise they can only Levitate (exceptions for legendary but thats not an option for PCs anyway).

Baby, Shiney, and Legendary are not going to be PAs. They're only available to NPC pokemon. So yeah, don't worry about those,

I'll look online for a list of Abilites from the game and take... well, all of them since I can assign more powerful ones higher point cost. We'll figure out maybe everyoen gets 3 points to start, and maybe 2 points when they evolve and 1 point at elvel 10, 20, and 30. So All in all a pokemon that evolves twice and has reached level 30 will have 10 PA points. Sounds good to me... Comments?

Also, PAs allows me a simple way to add Dual-Types.... Dual type is a 1 point PA, and has to be taken at 1st level or a level you evolve at. so there :smallbiggrin:

Edit: (That means you can wait to Dual type until you evolve or start out as that Ghost/Bug type!!)

Can't wait to hear what you think of this stuff.

Zaakar
2009-09-02, 09:47 AM
It sounds good, but I'd like to see what you mean by having some examples and clearifyed rules in the matter. I suggest that you start of by making a very small list of maybe five PAs (still need to renamne them) and then we'll discuss more in detail from there.

I'm currently reading the discussion you had with the guy who had an angry goblin as avatar about the mechanics behind the combat system. I'm not sure I like the system as it is, but before I say more I'm gonna read the entire thread and then do the maths.

More later, good luck for now.

zagan
2009-09-02, 10:08 AM
Exellent idea, to give a point cost for ability it's the most practical one I think, one or two ability could have a 0 or even -1 coast because they are more hindrance than help let me check. [Go look]

Found them:
Truant: This Pokémon cannot attack consecutively while having this ability.
From Slakoth and Slaking the final evolution (Slaking) gain massive stat boost in exchange but that might be harder to balance in game.
Klutz: The Pokémon cannot hold any items except those that affect experience such as Exp.Share or Macho Brace.
From Buneary and Lopunny. I can't think of any situtation where this could be advantageous

Normalize: All moves known by the Pokémon turn into Normal-type.
From Skitty and Delcatty. That prevent any versatility and they become useless against Ghost.

Slow Start: Attack and Speed is halved during the first five turns in a battle.
From Regigigas. It's from a legendary and it's mostly to prevent being killed by him during the first few turn to have a chance to capture him. From a player perspective it has no advantage.

Stall: The Pokémon always attacks last.
From Sableye. Heu, well nothing to add it speak for itself.

That's all on the bad ability.
On the opposite spectrum we have:
Wonder Guard: The Pokémon is only harmed by Super Effective damage, weather effects and condition effects.
From Shedninja it' should cost a lot because if someone create a Dark/Ghost pokemon the only way to damage it is with poison, confusion, Hails or Sandstorms. That's a very narrow list.

Anyway you must be very carefull when designing the ability list and perhaps thinking about how many point can be use to buy ability.
For now we get 5 point to add too the pokemon stat perhaps you could change that to 6 but at least one must be use to pay for an ability if you want more powerfull ability your stat suffer.

Croverus
2009-09-02, 10:11 AM
Ok, five PAs, their cost, their effects, and 2 of them have a prereq. These are not final and can be altered in many ways.

Swift Swimmer - 1 point PA - Considered to have +10 Speed when raining or in water while In combat; Out of combat can move full effective Speed in terrain considered difficult do to water.

Sturdy - 1 point PA - Protected from being 1-hit KOed by moves that act such. (Examples of the 1-Hit KO moves are Fissure, Horn Drill, etc)

Levitate - 2 point PA - Immune to Ground type attacks as if you had the Flying Type while In combat; Out of combat you hover over most difficult terrain, but cna not hover more than 5 ft off the surface. (A sudden drop causes you to slow fall down without being able to move in any hoizontal direction during the fall). Prereq: Chosen at level 1 or a level you evolve at.

Gutsy - 1 point PA - When under the affects of a Burn, Poison, Paralysis or Confusion, +10 to Attack power In combat; Out of combat you are considered to have +10 to Personality to determine if you are intimidated by someone.

Dual Type - 1 point PA - Add a second Type, chosen from the list for pokemon types. You now have all the strengths and weaknesses of that type. Apply -1 to two stats of your choice. Prereq: Chosen at level 1 or a level you evolve at; can only have 2 Types.


I have a bunch of others, many are situational. Some other include Damp, which prevents enemies from using self-destructing attacks and can help with Burn; Rivalry, which has to do with gender; Keen Sight, helps keep accuracy; Mold Breaker, can overcome weaknesses; and several abilities that will increase the strength of (x type) moves in "a pinch".

Croverus
2009-09-02, 10:14 AM
For now we get 5 point to add too the pokemon stat perhaps you could change that to 6 but at least one must be use to pay for an ability if you want more powerfull ability your stat suffer.

I like this idea that the "freebie" points I give can be assigned to Abilities or stats, but getting strong abilities sacrifices your stats in the early stages.

Saint Nil
2009-09-02, 10:39 AM
I actually like this alot better. I was afraid feats would be liek D&D feats, but this pokemon ability system seem like it will work out great. Suggestion-
Rough skin- does a certain amount damage based on your level to the pokemon that attacked you using a physical attack or if you attack a pokemon using a physical attack. 1 point

I was hoping to use that for Argox, but refluff it sp the damage is based off of heat.

Croverus
2009-09-02, 10:47 AM
I always encourage player created Abilities and Moves. Heck, One guy who's been speaking in private wanted to make a starting psychic attack (If you look, there really aren't any). So he made one by taking bubble and turned it into a psychic type. Named it Mindwave or something.

So yeah, if there's something (a move or ability) that you like but you want to change it a bit, just tell me. I approve most stuff if it works well and doesn't break anything.

zagan
2009-09-02, 10:53 AM
Really nice start. As written I got the impression that exept for dual type you can gain more than one ability. That seem a little weird.

Croverus
2009-09-02, 11:01 AM
You can, but when you think abotu it, you won't have a lot of abilities, expecially the more expensive ones. And sharing the points with Freebie stat increases might balance out.
Player A: "Do I want dual type AND levitate at level 1 and only 3 points to add to my starting stats, or save Levitate for when I evolve?"
Player B: "Sure Swift swim will give me a +10 to Speed, but I'm a Rock type, how often am I really going to WANT to be in a water environment?"

And other such situations. Picking soemthing because it fits your idea of what your pokemon acts like is a lot cooler than "maxing out stats".

Zaakar
2009-09-02, 11:06 AM
Quesitons:
How many points do you start with? How many do you gain each level? I suggest one every even level or one every third level. Can you save these points between levelups? Do you gain extra points upon evolving? If so, do you gain in different ways depending on how many times you evolve?

When I know those things I'll be able to get a better overview of the balance of PAs, but so far I really like it.

Also, what do you want help with?
Finding all the Abilities is a huge work in itself - fixing them to work for this system will be even more. You might want help with that. Finding and fixing new moves is even more work, or maybe the system we have need some polishing?

For now I'll just comment what you make and if I get ideas, I'll suggest them. Still havn't done the maths in the combat system. I might have suggestions regaring that.

Sweet. I like where this is going.

Saint Nil
2009-09-02, 11:10 AM
This system is working our really well, but I have a question about strengthm defense, and the other combat stats. Will it just be
(power)+Str/SpAtt-(enemy defense/SpDef)?

Or will you have some other way to represent the stats?

Croverus
2009-09-02, 11:20 AM
Finding the abilities I'll need help on. Then I can modify them tow ork with the game.

You start with 6 points to be spent on your stats and Pokemon Abilities.

You gain 3 points every 3 levels to spend on stats and PAs. You can save points, but all points saved HAVE to be used for PAs. You can't use them later to increase stats.

Now I have it that evolving decreases the stats you start with. The balance was that you gain stats later on when you level up. Myabe have, if you don't evolve, you get 2 extra points to spend or save on PAs, if you evolve once, you get the two then, if you evolve twice, you gain one each time. The points gained when you evolve will stack if you also gain a point on that level.

Since the points to be spent on PAs can be used for stats as well, Pas should never have a constant effect on stats. They can have situational bonuses, but then it comes down to "do I want a +10 to this stat only during these circumstances" or "do I want a permanent +X to a stat" (X is the number of stats being spent.

PAs having specific situations that they wrk also can help balance.

Croverus
2009-09-02, 11:22 AM
This system is working our really well, but I have a question about strengthm defense, and the other combat stats. Will it just be
(power)+Str/SpAtt-(enemy defense/SpDef)?

Or will you have some other way to represent the stats?

Wait... what?

Whata re you asking? I don't have a Str stat anywhere. And we are calling the attacks Moves, not powers, unless you're tlaking abotu something completely different.

Saint Nil
2009-09-02, 11:37 AM
Sorry, I didn't go back to check the OP. I meant attack, not str.

New formula

(Move's damage)+(Att or SpAtt) - (enemy defense or SpDef)?

I was asking how stats in the game effect a move's damge.

zagan
2009-09-02, 11:59 AM
It's not definitive but for now the formula is something like that.

(Move's damage)+(10%Att or SpAtt)+(bonus from ability either from class or from PA) - (10% of enemy defense or SpDef) and perhaps multiplied by a factor depending on the type like *2 for an electrick attack against a water pokemon and *4 if he is water/flying.

I believe that's everything, correct me if I'm wrong Croverus.

Croverus
2009-09-02, 12:05 PM
It's not definitive but for now the formula is something like that.

(Move's damage)+(10%Att or SpAtt)+(bonus from ability either from class or from PA) - (10% of enemy defense or SpDef) and perhaps multiplied by a factor depending on the type like *2 for an electrick attack against a water pokemon and *4 if he is water/flying.

I believe that's everything, correct me if I'm wrong Croverus.

Actually i'm gonna stack several multipliers like super effective and critical are both *2, if a you score a critical on a super effective its *3. If the supper effective is for both types against a dual type then its *3, and if its also a critical, *4. A combination that would make an attack not very effective AND super effective (like attacking a fire/plant type with water) then its normal. Not very effective does 1/2 damage, or 1.5 damage on a critical. (That way even a not-very effective attack can still do a good deal of damage on a critical)

Other than that, the actual method for determing damage is correctly shown here. So Using a Special move and having a high SpAtt against an enemy with a low SpDef means you'll do more damage than teh base attack.

Croverus
2009-09-02, 03:27 PM
Fred is currently testing out some ways to solo the game. He's playing as a pokemon that fights to survive on its own. Anyone wanna play a more society based pokemn, or even get two or three people together adn we can see how group dynamics would work.

Fredthefighter
2009-09-02, 03:33 PM
Fred is currently testing out some ways to solo the game. He's playing as a pokemon that fights to survive on its own. Anyone wanna play a more society based pokemn, or even get two or three people together adn we can see how group dynamics would work.

I'll send in Fyte for this test if that's alright. With others of course.

Zaakar
2009-09-03, 02:16 AM
I have a couple of suggestions/thoughts:

Pokémons who focus on dealing damage as to now only have to focus on either Attack or Special Attack. There are more then enough moves for a pokémon to dump Attack and use only Special Attack (like my civigen) or the other way around.
Thus for attack power, the attacking pokémon generally only need to boost one stat.
No problem to me, except for the balance attack/defense.
For pokémon who is supposed to be able to take alot of damage, being on pair with the attackers in defense/attack is nearly impossible, or only possible half of the time. This makes for a quite deadly game where faceing the wrong opponent even the toughest pokémon will be quickly defeated.

Consider if you want to join the Defense and the Special Defense stat into one. That will make the game less deadly (but it won't do much differance until later in the game, I think).


The next thing I thought about is how mechanic-heavy you want the final version to be. Keeping our goal in mind, this will eventually be the mechanics used for every pokémon a trainer will be using. A trainer with four pokémons (not that many) will have to level up four pokémons, keep their moves, PAs and role abilities in mind.
I'm looking forward to it, it'll be fun :smallamused:
But it makes me consider my next suggestions twice.

What about trees of PAs? I'll give an example:

Fire mastery, first step:
When using damaging fire moves, count your SpAtt as if it were 15% higher then it accualy is.
Fire mastery, second step: (Prereq: Fire mastery, first step)
When using damagin fire moves, count your SpAtt as if it were 30% higher then it accualy is (this bonus replaces the 15% bonus from "Fire mastery, first step"). Any chanse of the special effect "burn" is also increases by 5%.
Fire mastery, final step: (Prereq: Fire mastery, second step)
When using damagin fire moves, count your SpAtt as if it were 50% higher then it accualy is. Any chanse of the special effect "burn" is also increased by 10%. Any attack with the "Fire" descriptor who don't already have "burn" with a 5% base chanse. (these bonuses replaces the 30% bonus and the 5% bonus from "Fire mastery, second step").

Same with ground, except stun instead of burn.

Burning Fissure: (Prereq: Fire mastery, final step, Ground mastery, final step and dual type: fire and ground.)
This PA gives you an unique move.
Burning Fissure: Special (Fire&ground), line, 10 spaces, (hit everyone standing in the line), 60% acc, 150 dmg
This attack cracks the ground open in a line and fire pours out, dealing massive damage for enyone who falls in (the crack is only 5ft deep).

Well, first off the mastery PAs should be very costly, if you choose to use them. Secondly the 150 damage was just another way of saying "alot", but this is just an example. Do we want PA trees? Do we want PA trees that join togeather and gives a super PA in the end? I mean we could do practicly anything with this system, if we choose to.
Those of you who have played heroes five might know what I'm talking about (it's a great game, it has the beauty of finesse all around it). They don't use a skilltree, instead they have a skillwheel (http://www.celestialheavens.com/viewpage.php?id=520[/url]). It's awsome :smalltongue:.

Again, in heroes you just have to keep track of one (in rare cases two) high level heroes and pick elaborate skill-combos. In this game you will have 1-6 or even more pokémons to keep track of.



Now I have it that evolving decreases the stats you start with. The balance was that you gain stats later on when you level up. Myabe have, if you don't evolve, you get 2 extra points to spend or save on PAs, if you evolve once, you get the two then, if you evolve twice, you gain one each time. The points gained when you evolve will stack if you also gain a point on that level.

Sounds good to me. I think it would be off to give different pokémons diffrent amounts of PAs.



Since the points to be spent on PAs can be used for stats as well, Pas should never have a constant effect on stats. They can have situational bonuses, but then it comes down to "do I want a +10 to this stat only during these circumstances" or "do I want a permanent +X to a stat" (X is the number of stats being spent.

Wait, what? I didn't catch that you could spend PA points to raise stats until now. I dislike the idea because we either have to fail miserably in making interesting PAs for anyone to consider this, or you have to get HUGE stat bonusues by spending your precius PA points. Don't like either of them, personally.

Also, there will be cake of awsome for this later on.

Croverus
2009-09-03, 09:56 AM
That's why the rules for PAs are still in their early stages. It was an idea for earlier on, but yeah, scrap spending them on points and just save them up if you don't want to use them right away. However, this also means that the starting "six points" can't be combined, because this assumes points for PAs can alwas be spent on stats if you really want.

Also, when we get to trainers, their pokemon's growth is established. They will not have to keep track of any choices other than move selection and items they use on their pokemon to alter stats. Because the stat growth for that pokemon will already be standardized.

On Attack and defense, you mentioned even the strongest pokemon can be beaten if one defense stat is low... How is that any different from regular pokemon? I know I've DESTROYED pokemon several levels above me because they had one defense stat that was pretty low and I made sure I had type advantage and lowered the stat that attack affected to maximise damage. Pokemon is a game of strategy after all.

For PA trees, you mean like PAs haveing prereqs? Like "soandsomon" has Roughskin, which deals "x" damage to an attacker that uses a physical attack that involves contact with "soandsomon". At level 9 I spend my PA points that I have to get Improved Roughskin so he does "2x" or "x+y" damage.
Is that what you mean because we could deff fo something like that?

Also, PAs will not be attacks. That's a waste of PA points. A person could just as easilly make a move that does the same thing.

Zaakar
2009-09-03, 10:45 AM
That's why the rules for PAs are still in their early stages. It was an idea for earlier on, but yeah, scrap spending them on points and just save them up if you don't want to use them right away. However, this also means that the starting "six points" can't be combined, because this assumes points for PAs can alwas be spent on stats if you really want.

I don't think the combined system is neccecary, but it's not really important. If you wanna pick PAs instead, no one forces you to upgrade stats. Thats just a minor complaint, but I still suggest to keep PA points and stat points separated.



Also, when we get to trainers, their pokemon's growth is established. They will not have to keep track of any choices other than move selection and items they use on their pokemon to alter stats. Because the stat growth for that pokemon will already be standardized.

I can't say I agree with this statement. I suggest that we make a list of pre-made pokémons, but many will want to design their own pokémons to use (which they should be allowed to, given the interersting system for doing so) and a complex pokémon creation system could lead to a difficult and long preface to the game.
Having that said, I love finesse and comlexity and I'd love to see a tree of PAs as interesting as heroes five's.



On Attack and defense, you mentioned even the strongest pokemon can be beaten if one defense stat is low... How is that any different from regular pokemon? I know I've DESTROYED pokemon several levels above me because they had one defense stat that was pretty low and I made sure I had type advantage and lowered the stat that attack affected to maximise damage. Pokemon is a game of strategy after all.

Just wanted to point this out. In the trainer game the loss of one pokémon won't make you lose the game, so I don't think this potential deadlyness is a problem.



For PA trees, you mean like PAs haveing prereqs? Like "soandsomon" has Roughskin, which deals "x" damage to an attacker that uses a physical attack that involves contact with "soandsomon". At level 9 I spend my PA points that I have to get Improved Roughskin so he does "2x" or "x+y" damage.
Is that what you mean because we could deff fo something like that?

I guess I didn't make myself clear. What I mean is that the tree of PAs could be much more interersing then just a bunch of unrelated PAs. I came further away from my point by giving a horrible example, which was pretty much a line of PAs.
In heroes V (yes, I'm being inspired by a computer game) each hero can take 13 kind of skills, each having their own quite interesting tree. But the real amazing stuff comes when you've picked some selected awsome skills that lead to an even more awsome skill and this combo just. won't. get. old.
Laying heroes V aside (NOOOO) the idea I had was quite simple and I shouldn't have to clearify this (but obviously i failed miserably in explaining this the first time).
Simply having a huge number of PAs and lines of PAs might get boring. If you (or somone else) can think of cool abilities that logically is based on a numer of other abilities, that could make a very interesting whole.



Also, PAs will not be attacks. That's a waste of PA points. A person could just as easilly make a move that does the same thing.

I think this is a lil' rash. If we wanted to the PA system to let you gain moves that could only be balanced with a PA point cost, why not? Or maybe I should just shut up and realize that all sytems could get more interesting with more interesting ideas or add-ons and let this fine projekt come to an end while it is still elegant and manageable :smalltongue:

Croverus
2009-09-03, 02:37 PM
The last comment actually made me realize that as it is (without PAs) I've created a perfectly decent pokemon RPG and could just take what I have an dit'd work. Fred's been testing solo play, and after gettoung out of the first three or four levels (basically upon hitting level 5) combat, both with a hanful of enemies vs you as well as one fight after another, is manageable, and fast paced (which is good).

But I like the idea of PAs. If you want to try making a few PA "trees" that are useable, even going so far as to assign them point costs (most things are between 1 and 3 points, but the really cool stuff woudl be expensive point wise).

Have fun with it, I really wana see what you can come up with.

Zaakar
2009-09-03, 03:12 PM
Heh, I've never actually homebrewed anything before, so this'll be fun.

I'm setting up the goal for myself to have some PAs ready in a week or so. 'Til then I'll just lay low a lil' (but probably won't stay compleatly quitet :smallwink:).

School might get in the way though, next week look troubblesome...
Anyway, I'll follow this development closly.

EDIT:
Not just school will get in the way this week, but I hope do get a started at least. Probably won't post anything for a while

Croverus
2009-09-09, 10:34 AM
How's everyone doing? Been taking things pretty slow, I know you all have important things and this game is ready to play if anyone wants to put a small group together. My current work involves making lists for moves that can be learned at higher levels. At Level 5 a pokemon picks a third move from the list of starter moves. After that they can pick from higher level lists if they want to (they don't have to if there's a particular "theme" for move progression you are aiming for).

Zaakar will be working on Pokemon Abilities, and so far FredtheFighter is my main Playtester. Also the following people have either helped flesh out rules and/or tested out combat: zagan, Strawman, Kobold-Bard, Origomar, Llama231, Zovc, AeonWarrior, and many others (I spent 10 minutes checking the board sorry if I missed you).

As I count it, we have somewhere between 30 and 50 pokemon, if you take into account evolutions and don't include the NPC pokemon I'm making.

Made a berries chart, did I upload it? Probably not. I'll do that tonight. Working on other held items. As always, I love the ideas you guys come up with, so please tell me if lightning strikes your brain and you think up some crazy awesome thing. I might even use it after I'm done giggling about it. :smallamused:

Croverus
2009-09-14, 10:19 AM
Bumping because I don't want to post a new board yet with the finalized rules.

~Nye~
2009-10-12, 06:38 PM
Hope this isn't to late...
I decided to go with the bug type since everyone hates bugs generally, I decided to go for somthing ugly and that bites... and is generally irritating. =)

Lvl 1 Kamakiri, the vengeful pokemon.
Bug Type, Quirky nature
Role - Sniper
Stats
Att 6; Def 6; SpA 2; SpD 7; Spe 9; Per 1
Hp - 12

Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by

Moves: Leechlife
Sharpen

1st evolution lvl 15. At: +3, Def +2, SpA: +2, SpD +1, Spe +2, Per +2

Kamakiri.
This Pokemon, looks rather squashed... It's a larvae that always has it's face down in the dirt. It's pale body looks rather grotesque and not very attractive. Protruding from it's face is a stinger it uses to extract blood from it's victims. The reason it's so bitter is because you just swatted it. They're about the size of the average human foot. and are found on the forest floor or in trees.

Kurokaze
This pokemon is a black mosquito like creature with a large needle protruding from it's face it's black beady eyes glitter with vengeance. When it bites it will most often leave it's mark... These creatures generally fly in swarms of about 4 or five and leave the larvae to fend for themselves. They stand a little bellow 2ft and are generally black with lacey wings.
(I just wanted to do a lvl 15 one) for the sake of it being evolved.)

Att 33; Def 22; SpA 20; SpD 26; Spe 46; Per 18
Hp - 71

Moves: Leechlife, Pin Missile, Sharpen, quick attack

Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by 5.
Swift Firing - Add 1 to the minimum number of hits a multiple hit attack performs. Every 9 levels adds another 1 to the minimum. This is Passive.
Greater Shot - Increase Range of all Normal ranged attacks by 50%. At level 15, increase range of all Special ranged attacks by 50%.

By the way, I wanted this pokemon to get explosion later, I don't suppose thats a probability is it? Considering it KOs itself, you see my idea, is it bites everything... then explodes, with all the HP it absorbed.