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Hawlucha the luchador (Alpha); Pokemon PTU open world survival
Topic Started: Feb 19 2016, 12:40 AM (719 Views)
Articuno is a beast
Pokémon Trainer
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Hey guys in my game world my players are playing in a semi-post apocalyptic open world survival where some of the strongest pokemon of their species are annihilating the human race. These pokemon are known as the alpha's.

This Alpha was designed for a group of 5 all with 3 pokemon each at level 10+

Lemme know what you guys think? (im aware that the moves and abilities are not book correct just the idea of the move sets and abilities.)




Hawlucha - NACHOOOOOO

Total HP: 500
Atk 25
Def. 15
Sp. Atk: 0
Sp. Def: 25
Speed: 20, 10, 0

Abilities:
Untouchable: Moving out of a hostile target's threat range Does not provoke op attacks

Dramatic Feign Knockout: 1x Scene Target Self Trigger Interrupt. Effect: If the user has been
dropped to 0. Instead it is invulnerable Til the start of the next round of combat. Upon
starting the next round of combat User regains a tick of HP. It gains max combat stages in
attack, defense, Sp.Def.

Just a Flesh wound: Static When a user is dealt a tick of damage due to a status affliction instead
if loses a half tick of HP.

You thought I was snoozing? Self-Status EoT Trigger: If the user is asleep it may as an
interrupt remove the asleep condition and make a grapple attempt (this grapple may trigger a
move)

Luchador's Might: User has +5 to grapple checks

Moves:
The Spinal Tap
At-will
Melee, 1 Target
Fighting
Damage base 6 (with STAB)
Effect: The user makes a grapple check if it succeeds it may choose to immediately end the
grapple to perform The spinal tap.
The user lifts the target into the air and lands throws them upsidedown on their head.
The user is knocked prone and takes 1 injury.

The howling Tornado:
EoT
Burst 1, Melee, 1 Target
Fighting
Damage base 7 (with STAB)
Effect:
The user makes a grapple check if it succeeds it may choose to immediately in the grapple to
perform the howling tornado.
The target is picked up by it's Feet and swung around in a circle and is flung.
All targets in a burst 1 around the user takes 1 tick of damage and is knocked prone.
The user is now flung in a line. Roll 1d6+4 for Meters throw. Every Target in the way
of the toss makes an Acrobatics with a DC12 to avoid getting hit. If a target is hit it
takes a tick of damage and is knocked prone.


The dirty bomb:
EoT
Damage Base 11 (with STAB)
Flying
Melee, 1 target
Effect:
The user makes a grapple check if it succeeds it may choose to immediately in the grapple to
perform the Dirty Bomb.
The user grabs the target and tosses it up in the air. The user then flys up and body
slams it into the ground from the sky.
The target then becomes paralyzed.


The stuffed Turkey

Damage Base 4 (with stab)
EoT
Fighting
Melee 1, Target
Effect:
The user makes a grapple check if it succeeds it may choose to immediately in the grapple to
perform the The stuffed Turkey.
The user lifts the target up and smashes their stomach over the users knee. The user rolls a
Focus check DC12 or becomes asleep. If it's a pass the user is instead flinched.

The Harrier
Flying
At-Will, Trigger: anyone that was previously damaged or taken a tick of health this turn
by any move that is not harrier from Hawlucha
Damage Base 5 (with STAB)
Triple Strike (Same as double strike just one more added)
Physical
Range Melee, All Targets within movement
Effect: Starting from the users square. They move up to their maximum movement in any direction they wish.
once the movement. Anyone within a burst 1 during that movement is hit with harrier.



and if any of my players are looking at this board. Prepare thy anus.
Edited by Articuno is a beast, Feb 19 2016, 07:17 AM.
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Affinity of Denial
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The last Chef
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I have to question first, why this thing exists for the party parameters you expect? If this guy has any backup with him during the fight, or they are put through an encounter to soften them up, I would not expect them to win. Granted, I don't know how your party has been playing things so it might be that this is necessary, but I still think that this boss is a tad on the strong side for a fight so early in the game, unless the boss only focuses on fighting the trainers' pokemon first rather than mixing it up or focusing on the trainers completely. A little more background would help out with providing feedback. Anyway, let's get onto the rest of this.

1) The abilities-

Untouchable: My group doesn't use Movement AoO attacks so I can't say if this is too powerful, but I do remember from my time in D&D and how big a pain it can be. This seems fine for the boss given how many combatants will probably be involved.

Dramatic Feign Knockout: For how much HP the boss has, and his defenses being pretty darn good (especially his Sp. Def), I don't see why he would need something like this to help him out. With his stats set as they are I don't think he needs something to help bring him back with max to all his pertinent stats, much less just bringing him back up at all. This might need to be toned down, or thrown out depending on how you are preparing the encounter.

Just a Scratch: This seems rather fair for the boss if he gets hit with burn or poison. I am a little iffy on this being here, but given his stats it might be necessary to have so he isn't worn down to death too quickly.

Luchador's Might: From what I glanced at below, it seems as though this is necessary. Though, Hawlucha already has a really good Combat rank already, so adding this on pretty much makes makes all of his moves hit every time.

2) The Moves-

The Spinal Tap: I can see this being a pain to the trainers, but I don't think it will see as much use as some of the other moves. This one seems alright, and can help wear down the party as the fight goes on.

The Howling Tornado: The wording seems to be a bit off here. Is the Hawlucha getting flung, or the target? You say the User gets thrown but I assume it is a typo. The part about rolling dice for Meters thrown could also use a bit of clarification. This could work to deal damage to multiple members of the party if they fail the save, but it doesn't seem too bad.

The Dirty Bomb: Ouch... A DB 11 move that also inflicts Paralysis? This sounds rather powerful to use, and it is also EoT so it can be used often enough... I don't know if it should be made a Scene frequency though.

The Stuffed Turkey: The DB for this one doesn't seem all that high, and aside from the chance of it causing sleep, it sounds as though this move will be used the least. Strange to see a High damage auto Paralyze move, and then immediately see a low damage move with a chance of sleep right next to each other. The Flinch part helps to explain it away, but I think the two moves bare a stark contrast in terms of strength.

The Harrier: This move is weird. I can't tell what you mean with the Frequency trigger exactly, so that will need to be clarified a bit. The DB seems a little overboard from what it looks like but I have not been able to play around with Double/Triple-Strike enough to say for certain. The Range is also strange to read. Does the Burst occur at the end of the movement, or in a burst 1 wherever the 'Mon walked during it's movement? Polishing the effects to be more understandable would help out.

Looking at this, the Boss seems powerful. Way stronger than I would expect to see at from what you have said. If this guy has grunts with him, or multiple turns in a full round I wish your group the best, because I don't see them winning the fight against it. A little more information on the encounter would be helpful. Overall, I can't really give a good estimate of it aside from it beating down the party with what I understand right now.
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Dark Shadow
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Reploid
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I know I'm tired, so I'm just going to be brief... those stats. Really high. I've got a boss that's for a party of 3 with 5 level 18-20 Pokémon that has less hp, attack, and defenses then that, and they're still getting walloped pretty hard.
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Articuno is a beast
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Ok let's first get some clarification for all of you who are looking for the answers.

Let's talk about scenario:
This will be a solo encounter with no extra goonies for backup. So essentially it's going to be a 10v1 if we're looking at it with 5 trainers in addition to ONLY their first pokemon they have out. In addition the combination of all three of the trainers pokemon and trainers health is probably 2x-2.5x as much as hawlucha.

All of my players are all power games and definitely min max everything. I feel comfortable with throwing this at them and them being able to survive.

I have a very loose agro system. I don't autofocus 6hp 32 sp. atk litwick that has a 15 crit range just because he's the most powerful thing. I would not imagine pokemon to be as intellegent to have an army mentality to focus fire certain things unless it was part of a legendary encounter or had a decent intellegence modifier.

Now the Abilities:
Dramatic Feign Knockout: I went with this route mainly for flavor. I could just add last chance fighting and give it 50 more HP but I felt this way made it seem... Entertaining??? Cmon guys it's a hawlucha that watched too much WWE lol.

Luchador's Might: Ah yes, I didnt mention that we moved to a 1d20 roll instead of the D6 checks. I didn't like how oppressive the D6 rolls were for some characters. In the end it was just personal preference. The skill ranks just add +1. Obviously I had to modify some of the edges.

The holwing tornados: I agree with the random distance meters may be a little bit weird it was mainly done for flexibility might remove it anyways. I should probably reword the target is flung.

The Dirty bomb: Because it has multiple turns it should be looked at Every Other Round.

The stuffed turkey: I actually increased it to damage base 6 on roll20.

The Harrier: It's worded weird and is probably easier to explain what it's intended function is compared to what it says.
So think of it more like rogue combo points. Hawlucha uses stuffed turkey on someone. and then howling tornado after that effect 2 more targets from the move. Starting from where he starts he is going to perform triple strikes on everyone he passes by on his movement. Which takes up his shift action. It's a lot of wording for it's actual intention. I probably should have cleaned it up before I posted I will edit what I can.
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Articuno is a beast
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Dark Shadow
Feb 19 2016, 02:05 AM
I know I'm tired, so I'm just going to be brief... those stats. Really high. I've got a boss that's for a party of 3 with 5 level 18-20 Pokémon that has less hp, attack, and defenses then that, and they're still getting walloped pretty hard.
This game wasn't intended for more than 4 players once you get into 5 it's just a lot of turns the enemies don't do anything to fight back.
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Jacquerel
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Articuno is a beast
Feb 19 2016, 05:06 AM
Dark Shadow
Feb 19 2016, 02:05 AM
I know I'm tired, so I'm just going to be brief... those stats. Really high. I've got a boss that's for a party of 3 with 5 level 18-20 Pokémon that has less hp, attack, and defenses then that, and they're still getting walloped pretty hard.
This game wasn't intended for more than 4 players once you get into 5 it's just a lot of turns the enemies don't do anything to fight back.
Hence, I assume, why it says in his post that he has a party of 3...
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Articuno is a beast
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Jacquerel
Feb 19 2016, 07:11 AM
Articuno is a beast
Feb 19 2016, 05:06 AM

Quoting limited to 2 levels deep18-20
Hence, I assume, why it says in his post that he has a party of 3...
This was in response to saying the stats are really high. Absolutely for a group of 3. For a group of 5 not so much.
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