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It's been a while since I was here, what with work and all, but I just got the itch to come back here and make some stuff.
First on the docket is a bunch of stuff from an old thread I made back in March; I figured rather than drudge it up from the depths (which is frowned upon here, iirc), I'd just make a new thread. These are a few classes I made up back in March, and after checking it and being given the tiniest bit of criticism about them, I fixed the one problem they had and have brought them back to see if they're still good. Keep in mind, these Classes may seem a bit OP, but that's because they're supposed to be for boss-type NPCs to give trainers a challenge. They could be utilized by PC, I suppose, but their main function is to be NPCs. So here's the first two, the good-guy-type boss character classes, the Leader and the Elite:
Leader LEADER [Class][+Any Stat] Passive Pokemon Support: 3 Active Pokemon Support: 2 Prerequisites: Level 10 Adept Command & Pokemon Education Type Ace with 2 Features, or Ace Trainer or Enduring Soul with at least half Class Features Effects: Choose two to three pokemon from your party. These pokemon gain the title of Leader's Pokemon, and gain one of the following boons. All Leader's Pokemon must be given the same boon, and it cannot be changed once chosen. This Class can only be taken once. -Type Training: Any STAB move performed by the pokemon gains an additional +1 to its Damage Base. -Speed Training: The pokemon gains 1 Combat Stage to its Speed stat at all times, and has a chance to block attacks for half damage (14+ on a D20 roll to block). -Power Training: The pokemon's attacks do an additional +1 damage per damage dice. -Shield Training: The pokemon gains Damage Reduction 5 + 1 per 10 levels. Note: At least two Leader's Pokemon must be used in all Official League Matches, and they must be the only pokemon used in the Match.
SIGNATURE POKEMON [Training] Prerequisites: Leader, A pokemon the trainer has leveled up by at least 10 levels. One Time, Static Effect: Choose a single pokemon from your Leader's Pokemon. This pokemon gains the second title of Signature Pokemon. It must be used in all Official League Matches. The pokemon gains the following boosts to its boon: -Type Training: STAB moves gain an additional +1 to its Damage Base on top of the one it gains from the boon. -Speed Training: The pokemon gains an additional +1 to initiative, and the chance to block for half damage is increased to 12+ on the roll. -Power Training: The additional damage delt is doubled to +2 per damage dice. -Shield Training: Damage Reduction becomes 8 + 1 per 10 levels, and reduces the damage of Super Effective attacks by 1/2 the boost (2x effective attacks deal 1.5x, and 4x deal 2x).
ARENA MASTERY Prerequisites: Leader Static Effect: Within an arena of your choice, your pokemon do not suffer from any hazards within the arena, and can navigate it as though it was normal terrain. This arena must be chosen beforehand, your pokemon must be familiar with the arena, and the arena can only be chosen once ever. Note: This is supposed to denote a Gym.
LAST STAND Prerequisites: Leader, at least two pokemon in party At Will, 2x/Scene Trigger: The trainer is down to their last pokemon. Effect: The pokemon gains a +1 to a Combat Stage of your choosing. You can perform this when the pokemon is at 100% HP and at less than 50% HP, but the Combat Stage that is raised must be different each time. The Feature cannot be performed more than twice, and only when the pokemon's HP is at 100% or less than 50%; using healing items or moves does not allow for more uses of this Feature.
Elite ELITE [Class][+Any Stat, +Any Stat] Passive Pokemon Support: 3 Active Pokemon Support: 2 Prerequisites: Level 40 Master Command & Pokemon Education Leader Effects: Choose four to six pokemon from your party. These pokemon gain the title of Elite Pokemon, and gain one of the following boons. Each pokemon can each be given different boons, but once chosen, the pokemon's boon cannot be changed. This Class can only be taken once. These boons replace the ones obtained by the Leader Class. -Type Training: Any STAB move performed by the pokemon gains an additional +2 to its Damage Base. -Speed Training: The pokemon gains 3 Combat Stages to Speed at all times, and has a chance to block attacks for half damage (12+ on a D20 roll to block). -Power Training: The pokemon's attacks do an additional +3 damage per damage dice. -Shield Training: The pokemon gains Damage Reduction 8 + 2 per 10 levels. Note: At least four Elite Pokemon must be used in Official League Matches, and are the only pokemon that can be used in these Matches.
SUPER POKEMON [Training] Prerequisites: Elite, Pokemon the trainer has leveled up by at least 10 levels. One Time, Static Effect: Your Elite Pokemon pokemon gain the following boosts to its boon: -Type Training: STAB moves gain an additional +1 to its Damage Base on top of the one it gains from the boon. -Speed Training: The pokemon gains an additional +1 to initiative, and the chance to block for half damage is increased to 10+ on the roll. -Power Training: The additional damage delt is doubled to +6 per damage dice. -Shield Training: Damage Reduction becomes 10 + 2 per 10 levels, and reduces the damage of Super Effective attacks by 3/4 the boost (2x effective attacks deal 1.25x, and 4x deal 1.5x)
FINAL BATTLE Prerequisites: Elite At Will, 2x/Scene Trigger: The trainer is down to their last pokemon. Effect: The pokemon gains a +2 to a Combat Stage of your choosing. You can perform this when the pokemon is at 100% HP and at less than 50% HP. The Feature cannot be performed more than twice, and only when the pokemon's HP is at 100% or less than 50%; using healing items or moves does not allow for more uses of this Feature. This Feature replaces Final Stand.
Next up, the following four Classes are meant for the staff of villainous Teams that may crop up in a region. Again, more NPC-based Classes. Check out the Grunt, Commander, Executive, and Boss.
Grunt GRUNT [Class][+Speed, +Atk] Prerequisites: Novice Guile & Intimidate Effects: You gain a +1 to Intimidate rolls against anyone who knows who your organization is.
FLEE THE SCENE Prerequisites: Grunt Static Effect: Gain the ability Run Away.
SNEAKTHIEF Prerequisites: Grunt, Adept Perception, Adept Stealth Trigger: Notice a pokemon or valuable object. Scene Effect: Gain a +1 per level, max of +6, to Stealth rolls when attempting to steal an object or pokemon.
SNEAK ATTACK Prerequisites: Grunt, Sneakthief, Novice Combat Trigger: Attempt to steal a pokemon. Scene Effect: Get an additional surprise attack on a pokemon you are attempting to steal. Your attack goes first, and gains +1 to AC, as well as +1 to its Damage Base.
EVIL GLARE Prerequisites: Grunt, Sneak Attack Trigger: Attempt to steal a pokemon. Scene/5 Effect: On a successful Intimidate check, the pokemon you're attempting to capture flinches.
Commander COMMANDER [Class][+HP, +Speed] Prerequisites: Level 10 Novice Intimidate, Guile, & Command Grunt Effects: You gain a +2 to any Command roll aimed at a Grunt in your organization. This Class replaces Grunt.
ESCAPE ARTIST Prerequisites: Commander, Adept Stealth Static Effect: Gain a +1 to all rolls related to evading capture by law enforcement for every pokemon you own and every Grunt under your command that still has pokemon that can fight.
COMMANDING PRESENCE Prerequisites: Commander Static Effect: You gain an additional +2 on Intimidate or Command rolls towards lower-ranking members of your organization or those who know who your organization is.
TEAM CARD Prerequisites: Commander, Organization spans at least three cities. Static Effect: On a successful Intimidate roll, you may purchase items for 1/2 their total cost, gaining +1 to the roll for every Grunt you have visibly with you. You may have any amount of money on your person up to 5,000.
TEAM TECH Prerequisites: Commander, Adept Technology Education Static Effect: You gain an additional +2 to any dice roll relating to using technology or other materials provided to you by your organization.
Executive EXECUTIVE [Class][+Def] Prerequisites: Level 20 Adept Intimidate, Guile, & Command Commander Effects: You gain the Ability Intimidate. This Class replaces Commander.
EXPERT ESCAPE ARTIST Prerequisites: Executive, Adept Stealth Static Effect: Gain a +2 to all rolls related to evading capture by law enforcement for every pokemon you own and every Grunt under your command that still has pokemon that can fight.. This Feature replaces Escape Artist.
EXECUTIVE DECISION Prerequisites: Executive Static Effect: You gain an additional +1 dice for Intimidate or Command rolls towards lower-ranking members of your organization or those who know who your organization is.
EXECUTIVE ACCOUNT Prerequisites: Executive, Organization spans at least three cities. Static Effect: Any item that can be bought costs you 1/2 of full price. You may have any amount of money on your person up to 20,000.
EXECUTIVE EXPERTISE Prerequisites: Executive, Adept Technology Education Static Effect: You gain an additional dice to any dice roll relating to using technology or artifacts provided to you by your organization.
Boss BOSS [Class][+Def, +SpDef] Prerequisites: Expert Intimidate, Guile, & Command Executive or Commander Defeat of prior Boss of organization Effects: Pokemon that are successfully Intimidated by you will obey one of your commands, plus one for every additional time you successfully Intimidate them. This number reverts back to one for every failed Intimidate check. Once the number of successful Intimidate checks is ten, the pokemon will do your bidding as long as you are around. This applies to stolen or wild pokemon. This Class replaces Executive or Commander.
CALLING THE SHOTS Prerequisites: Boss Static Effect: You gain an additional +1 dice for Intimidate or Command rolls towards high-ranking members of your organization; you gain +2 dice towards Intimidate or Command rolls towards Grunts or people who already fear you outside of your organization. This Feature replaces Executive Decision.
LAUNDERING Prerequisites: Boss, Organization spans at least three cities. Static Effect: Any item that can be bought doesn't cost you any money. You may have any amount of money on your person up to 500,000. This Feature replaces Executive Account.
FEAR MY POWER Prerequisites: Boss Static Effect: Your pokemon gain an additional Combat Stage for every Combat Stage their opponents are lowered by.
TEAM MASTER Prerequisites: Boss Static Effect: Any pokemon controlled by a member of your organization can be commanded by you.
Hope that everyone enjoys these classes as much as the few people who saw them before seemed to. If there aren't any problems with these, maybe I'll utilize them for certain projects...
Next up, something brand new! I noticed that the TCG has a few weird and unique concepts for pokemon in it that aren't seen in the games, and I wondered how they would work in PTU, so I figured I'd make up how to create certain weird TCG-only pokemon.
EX Pokemon EX POKEMON EX Pokemon are pokemon that have been affected in some way, either by science or some strange phenomenon in the area. Either way, they are incredibly rare, and incredibly powerful creatures, and are sought after by many. CREATING AN EX POKEMON At the creation of the pokemon, roll 3d100's. If at least two of them have a value between 10 and 20, reroll two of them. If both dice have values between 10 and 20 once more, the pokemon is an EX Pokemon.
EX Pokemon gain a +2 boost to their HP, regardless of their Nature. When giving the pokemon stats, roll a d4; on a 1 or 2, they gain a +1 boost to one stat, chosen by a d6, and on a 3 or 4, they gain a +1 boost to two stats, chosen by a d6. Roll a d10. On a 10, the pokemon takes regular damage from a type it would otherwise be weak against, of the GM's choosing. If the pokemon only has one regular weakness, this does not apply. EX POKEMON PERKS & FAULTS In addition to the perks given to an EX Pokemon at its creation, it also cannot have any of its Abilities cancelled by other Abilities or Moves that would do so otherwise. The only exceptions to this rule are Primordial Sea, Desolate Land, and Delta Stream. Despite all of their power, EX Pokemon do have one drawback: they are unable to be affected by items or hold/wear items or accessories. EX Pokemon can be healed at Pokemon Centers, and can recover HP naturally over time or by being healed by Moves, but items don't have any effect on EX Pokemon.
Light Pokemon LIGHT POKEMON Light Pokemon are special pokemon that are especially good and kind. They show affection towards everyone around, and are very easy to train and befriend. Light Pokemon gain a +1 boost to their HP at creation regardless of their Nature. Due to their kind nature, Light Pokemon can sometimes learn Moves other pokemon of their species couldn't normally learn, including healing and defensive Moves. If a Light Pokemon knows Return, its Damage Base is increased by 2. Any healing Move used by a Light Pokemon will restore 20% more HP than normal. Any defensive Move used by a Light Pokemon will last 3 turns longer than normal; if an item is held that will increase the number of turns that move should last, the effect stacks.
Corrupt Pokemon (Dark Pokemon in the TCG) CORRUPT POKEMON Corrupt Pokemon are pokemon that were so mistreated by humans that they can never trust mankind again, and act cruelly towards humans and other pokemon. A Corrupt Pokemon's Friendship stat can never increase, and if lowered, will never go up again. Corrupt Pokemon gain a +1 boost to their Attack and Special Attack stats at creation, regardless of their Nature. If a COrrupt Pokemon knows Frustration, its Damage Base is increased by 2.
Delta Species DELTA POKEMON Delta Pokemon were originally created through electromagnetic waves as the side effect of an experiment. After trainers learned about them, they were captured and spread across the world. Though incredibly rare, Delta Pokemon exist everywhere in the world as mutations. CREATING A DELTA POKEMON At the creation of the pokemon. Roll 3d100's. If at least two of them have a value between 40 and 60, reroll two of them. If both dice have values between 45 and 55, the pokemon is a Delta Pokemon.
A Delta Pokemon's primary type will usually change depending on its first form's (pre-evolution) Shiny coloration. Dual-type pokemon usually gain Steel as their secondary type. For example, a Delta Blaziken would be Electric/Steel since Torchic's Shiny coloration is yellow. If the pokemon's Shiny coloration isn't different enough for it to change its primary type, its secondary type becomes Steel, whether it has one or not. Sometimes a pokemon's final evolution's shiny coloration can determine its primary type; for example, a Delta Charizard could either be Electric/Steel or Dark/Steel. It's up to the GM's discretion.
If a Delta Pokemon's primary type changes, it loses all Moves it would've learned of that type. Those Moves are replaced by similar Moves of the new type. For example, a fire-type that learns Ember at level 6 will now learn Bubble at level 6 if it becomes a water-type.
Renamed Dark Pokemon to Corrupt Pokemon because of dark-type not existing until after the initial creation of said group of pokemon, plus it still works. Secondly, yes, Delta Pokemon are just type changes that can be done by certain Classes anyway, but I discovered that Delta Species actually did have some rules to them in regards to how Delta Pokemon are retyped.
Finally, an original idea I had the other day and wrote up super-quick. This is in regards to Shiny Pokemon, who I agree with the book in thinking that they should be more special than just being differently colored. In addition, I'd heard some rumors months ago about what 7th-gen is supposed to be, and one of those rumors included something about a new kind of colored pokemon similar to Shinies but with a different mechanic; that inspired me to come up with a new concept I call "True Pokemon", which are stronger versions of regular pokemon. And of course, there is also a combination of these two concepts, being "True Shiny Pokemon".
Creating True, Shiny, & True Shiny Pokemon CREATING TRUE & SHINY POKEMON At creation, roll 3d100. -1 100: The pokemon is True. -2 100's: The pokemon is Shiny. -3 100's: The pokemon is True Shiny.
True Pokemon TRUE POKEMON -Gains a second Nature-like boost to any stat that isn't boosted or lowered by the pokemon's Nature -Gains a +1 Damage Base boost to STAB attacks.
Shiny Moves SHINY MOVES -Can only be learned by Shiny pokemon at level 35 or the next-highest level that the pokemon doesn't learn a Move on if it learns a Move at level 35. -Only one can be known to the pokemon; the pokemon can only learn Shining Strike if its Attack stat is higher than its Special Attack stat, and can only learn Shining Burst if its Special Attack stat is higher than its Attack stat. -Shining Restore: Heals HP -Shining Strike: Deals physical damage of the pokemon's primary type -Shining Shield: Increases Defense -Shining Burst: Deals special damage of the pokemon's primary type -Shining Barrier: Increases Special Defense -Shining Rush: Increases Speed
Move: Shining Restore Type: Normal Freq: Scene x2 AC: None Class: Status Range: Self Effect: The user regains Hit Points equal to half of its full Hit Point value.
Move: Shining Strike Type: User's primary type Freq: EOT AC: 2 Damage Base 10: 3d8+10/24 Class: Physical Range: Melee, 1 Target Effect: Flinches the target on 16+, Flinches the target and lowers their Defense 1 Combat Stage on 19+.
Move: Shining Shield Type: Normal Freq: Scene x2 AC: None Class: Status Range: Self Effect: The user's Defense stat is raised one Combat Stage.
Move: Shining Burst Type: User's primary type Freq: EOT AC: 2 Damage Base 10: 3d8+10/24 Class: Special Range: 5, 1 Target Effect: Confuses the target on 16+, Confuses the target and lowers their Special Defense 1 Combat Stage on 19+.
Move: Shining Rush Type: Normal Freq: Scene x2 AC: None Class: Status Range: Self Effect: The user's Speed stat is raised one Combat Stage.
True Shiny Pokemon TRUE SHINY POKEMON -Gains a second Nature-like boost to any stat that isn't boosted or lowered by the pokemon's Nature -Gains a +1 Damage Base boost to STAB attacks. -Learns each of the Shiny Moves at levels 20, 30, 35, 40, 45, and 50, or the next-highest level that the pokemon doesn't learn a Move on if it learns a Move at one of those levels. Roll a d6 to choose which move it learns at each level; it can only learn each move once, so if a roll matches a move it already knows, subtract one from the roll. -Learns the moves Red Star at level 55, and Red Nova at level 90.
Move: Red Star Type: None Freq: Scene AC: 0 Damage Base 20: 6d12+35/75 Class: Physical/Special; based on whether the user's Attack or Special Attack stat is higher Range: 10, 1 Target, Smite? Effect: After using this attack, roll a d6. Reroll the d6 the number of times that comes up on the first roll and apply the following effects. If the same number comes up twice, reroll. If a 6 is rolled, apply all the effects. 1: The user regains 50% of its max Hit Points. 2: The user's Attack stat is increased 1 Combat Stage. 3: The user's Defense stat is increased 1 Combat Stage. 4: The user's Special Attack stat is increased 1 Combat Stage. 5: The user's Special Defense stat is increased 1 Combat Stage. 6: The user's Speed stat is increased 1 Combat Stage.
Move: Shining Nova Type: None Freq: Scene AC: 0 Damage Base 20: 6d12+35/75 Class: Physical/Special; based on whether the user's Attack or Special Attack stat is higher Range: Field, Smite Effect: After using this attack, roll a d6. Reroll the d6 the number of times that comes up on the first roll and apply the following effects. If the same number comes up twice, reroll. If a 6 is rolled, apply all the effects. 1: The user and its allies regain 50% of their max Hit Points. 2: The user and its allies' Attack stats are increased 1 Combat Stage. 3: The user and its allies' Defense stats are increased 1 Combat Stage. 4: The user and its allies' Special Attack stats are increased 1 Combat Stage. 5: The user and its allies' Special Defense stats are increased 1 Combat Stage. 6: The user and its allies' Speed stats are increased 1 Combat Stage.
Considering the rarity of Shiny Pokemon (1/1000 for one, and 1/10,000 for a True Shiny, given my method of creating them), the overpowered nature of the Shiny Moves and True Shiny Moves is a reward for actually obtaining these rare and elusive creatures, and are only an option I came up with to tie them all together as something special.
As far as the stuff in my signature, the Glitch-Dex just needs to be formatted into a book-like PDF, but all of the hard data is on a set of text files (and there's a looooooooot of it). And like I said, if the Classes I made in here aren't totally shot down for being garbage (they seemed okay before), I may use them for things... I do also have to work on evil organization tech, although the Do Mareep Dream book should help me out with that quite a bit, since the majority of what I wanted to do with the Evil Teams book thing was make them have robots that would aid them in wrongdoing and battling (since I figure sometimes pokemon wouldn't feel so good about helping bad guys steal other pokemon, especially if those pokemon are freshly stolen, which seemed to be the case in a number of the games).
Let me know what you think.
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