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[PTU] Carbuncle!; Because everyone secretly wants one of these
Topic Started: Dec 5 2014, 11:51 AM (1,470 Views)
DNA
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King of Thought
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Carbuncle

Types: Fairy

Capabilities: Overland 7, Swim 4, L.Jump 2, H.Jump 1, Sky 5, Power 4, Intelligence 6, Aura Reader, Aura Pulse, *Gemstone, Invisibility, Premonition, Tracker
skills: Athletics 4d6+1; Acrobatics 3d6+1; Combat 3d6; Stealth 4d6+2; Perception 4d6+1; Focus 5d6+2.

*Gemstone: When Carbuncle is born, it starts with 1 of 4 gems set in its forehead: Ruby, Emerald, Diamond, or Topaz. This gem determines the effects of its abilities, is permanent, and cannot be changed.


Abilities:
Basic Ability 1: *Gem Light
Adv Ability 1: Confidence
Adv Ability 2: Wonder Skin
Adv Ability 3: Cute Tears
High Ability: *Gem-Type


*Gem Light: The user gains a Connection move and an associated effect, based on its Gemstone:
Ruby Light: Connection = Magic Coat. Magic Coat's Frequency is "Scene". If an ally within 3 metres of you would be hit by a non-damaging move, that ally may use Magic Coat as an Interrupt, as if it was on his/her own move list (range allowing), but doing so expends your frequency of Magic Coat for this scene. If you or an ally uses Magic Coat in this way, after resolving it, the move's user gains 1 Defense or Special Defense CS (his/her choice).
Emerald Light: Connection = Tailwind. Allies under the effect of Tailwind have their Sky speeds (if any) increased by 2. When you use Tailwind, after resolving it, you gain 1 Defense or Special Defense CS (your choice).
Diamond Light: Connection = Teleport. If an ally within 3 metres of you would be hit by a move, that ally may use Teleport as an Interrupt, as if it was on his/her own move list, but doing so expends your frequency of Teleport for this scene. If you or an ally uses Teleport in this way, after resolving it, the move's user gains 1 Defense or Special Defense CS (his/her choice).
Topaz Light: Connection = Magnetic Flux. When you use Magnetic Flux, all allies within range (excluding yourself) are treated as having the Plus or Minus ability for its effect. Then, after resolving it, you gain 1 Defense or Special Defense CS (your choice).


*Gem-Type: The user gains a secondary type permanently, based on its Gemstone: Ruby = Fire; Emerald = Flying; Diamond = Psychic; Topaz = Electric. If the user already has a secondary type by other means (such as type-shifting), then Gem-Type takes precedence. (This does not influence the primary type in any way.)

Height: 0.6m (Small)
Weight: 15kg (Class 2)
Gender ratio: 50% M; 50% F
Egg groups: Field / Fairy
Average hatch rate: 10 days

Base stats (in HP/ATK/DEF/SATK/SDEF/SPE order):
9/4/12/8/10/7 (BST 50)
10/10/10/10/10/10 (BST 60, cuddly legend)
10/6/13/10/12/9 (BST 60, variant)

The first one (BST 50) is recommended for most PTU campaigns - it puts it at a level on par with most fully evolved Pokemon. If you feel like Carbuncle should be a stronger creature, or if magical beings and places are more common in your campaign, consider using 1 of the BST 60 suggestions. Whatever you do, though, be consistent!

Moves:
1 Helping Hand
1 Fairy Wind
1 Baby-Doll Eyes
8 Misty Terrain
15 Power Gem
22 Dazzling Gleam
29 Haze
36 Heal Pulse
43 Hyper Voice
50 Lava Plume (Ruby) / Air Slash (Emerald) / Psyshock (Diamond) / Discharge (Topaz)
(Carbuncle only learns 1 move at level 50. The move learned is based on its Gemstone.)

Egg move list:
Ancient Power, Aromatic Mist, Assist, Barrier, Baton Pass, Camouflage, Confuse Ray, Crunch, Disarming Voice, Electric Terrain, Grassy Terrain, Last Resort, Lucky Chant, Mirror Coat, Misty Terrain, Moonblast, Nuzzle, Reflect Type, Wish

TM list:
04 Calm Mind, 05 Roar, 06 Toxic, 10 Hidden Power, 11 Sunny Day, 15 Hyper Beam, 16 Light Screen, 17 Protect, 18 Rain Dance, 20 Safeguard, 21 Frustration, 22 Solar Beam, 24 Thunderbolt, 25 Thunder, 27 Return, 28 Dig, 29 Psychic, 30 Shadow Ball, 32 Double Team, 33 Reflect, 35 Flamethrower, 38 Fire Blast, 40 Aerial Ace, 44 Rest, 45 Attract, 48 Round, 49 Echoed Voice, 53 Energy Ball, 57 Charge Beam, 63 Embargo, 70 Flash, 73 Thunder Wave, 77 Psych Up, 86 Grass Knot, 87 Swagger, 88 Sleep Talk, 89 U-Turn, 90 Substitute, 91 Flash Cannon, 92 Trick Room, 95 Snarl, 96 Nature Power, 99 Dazzling Gleam, 100 Confide

Tutor list:
Air Cutter, Ancient Power, Body Slam, Endeavour, Gravity, Helping Hand, Hyper Voice, Knock Off, Last Resort, Magic Coat, Metronome, Mud-Slap, Role Play, Signal Beam, Snore, Sucker Punch, Swift, Tailwind, Trick, Uproar, Zen Headbutt

~~~

This is only Draft 1 so far. Other ideas I had were to make Topaz have Aromatic Mist as a connection and change it to Burst 2, but I noticed I was giving all the others Scene moves, so I figured I should find an Electric move that does something similar (hence Magnetic Flux).
Another one was to have 2 basic abilities, but I reduced it to just the 1, made Confidence Advanced, and removed Gentle Vibe.

I took bits and pieces from Carbuncle incarnations throughout Final Fantasy history, and also snagged an idea or two from Carbink for inspiration (being thematically similar), but didn't want to make them too close.

As always, comments, critiques, and criticisms are appreciated!
Edited by DNA, Dec 7 2014, 01:41 PM.
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Elemental Knight
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Knight of the Spread Sheet
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I'm not sure how I feel about Gem-Type taking precedence over a Type Sync, but... Ah, now it makes sense. Because it's an Ability, you could just choose to not take it if you had type-shifted your Carbunkle and wanted to keep it as it was. And if you had changed your mind, Gem-Type gives you an easy out. Nicely done. *nod*
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DNA
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Exactly that, yes - because if Gem-Type DOESN'T take precedence over a type shift, then the ability is useless. This doesn't do anything to primary types, though: if Carbuncle was shifted from Fairy / X to, say, Steel / X, then Gem-Type is still useful!
And Carbuncle has 3 Advanced Abilities to take advantage of, so it's not like he doesn't have other options if he opts away from Gem-Type.
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