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Pokemon: Zelend

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
JOE! here finally making a thread about what I've been doing (aka, posting random fakemon in the Fanart thread): Making my own Generation of Pokemon.

Now, every once in a while a Fakemon thingy pops up on the web, or here on SWF, but I feel mine is a bit different for a few reasons, the first of which being the intent: Pokemon Tabletop Adventures. For those unfamiliar, Pokemon Tabletop Adventures (PTA for short) is essentially Dungeons and Dragons with Pokemon. You got your trainer character which can be one of several classes (and advanced classes) such as an Ace trainer, Researcher or even Psychic (think Sabrina), which influences how they play and affect their pokemon. Speaking of, they also have some key changes to how their stats work and whatnot, but I wont get into that unless somebody asks :p

The other features include some stuff rarely seen (idk, usually when I google this stuff all that appears are the fakemon, nothing else associated lol) as in an actual new region and league, a new story, new items, abilities, stats, everything!

Now, I will be continually updating this as I go, and due to it being xmas ev....*checks time of post* xmas, I will start with the basics:

[collapse=Region: Zelend]

(pic to come)

Zelend is a region located much further south than any other in pokemon's history, and is in fact based on Australia, New Zealand and Polynesia. The main island harbors the player's starting area as well as a variety of key locations, but a number out outlying islands hold various gyms, attractions, and pokemon that can be seen no where else.

Due to the Hub-like nature, the story actually branches somewhat due to the order of some gyms not being definite. For example, you can go 1 > 2 > 3, or 1> 2 > 4 based on what island you go to.

Speaking of story, Zelend has the nigh archetypal conflict of Man vs Nature here, and weather or not it is right to influence nature, or leave it as is. Players will see this in the vast differences between the areas of the region, with bustling cities, research centers, deep jungles and even new land being formed on a volcanic island. However, it is up to the player to make choices throughout the game to decide which side they ultimately take.

[/collapse]

[collapse=New Moves and Abilities]

[collapse=Moves]
[collapse=Normal]
Fatal Attraction Normal/Physical
Power: 60 / Acc: 100 / PP: 20
Does double damage vs foes of the opposite gender, half vs same gendered foes, and normal vs other.

Lifestream: Normal/Special
Power: 130 / Acc: 90 / PP: 5
Deals 1/8th max HP in recoil damage each time it is used

Plain Beam: Normal/Status
Power: - / Acc: 100 / PP: 5
The target and all of its attacks are changed to the normal type until the end of the battle.

Simplify: Normal/Status
Power: - / Acc: - / PP: 25
The target's bonus effects on moves (such as chance to burn) are suppressed for the next 5 turns
[/collapse]
[collapse=Fighting]
Axe Kick: Fighting/Physical
Power: 70 / Acc: 100 / PP: 20
20% chance to paralyze target

Rabbit Punch: Fighting/Physical
Power: 60 / Acc: 90 / PP: 10
40% chance to flinch target

Power Strike: Fighting/Physical
Power: 95 / Acc: 90 / PP: 15
Heightened critical hit ratio

Ki Rush: Fighting/Special
Power: 25 / Acc: 100 / PP: 25
Hits 2-5 times in a row.

Set Up Fighting/Status
Power: - / Acc: - / PP: 20
The user prepares their attack, ensuring the next hit will have maximum effect. If the user's next move has a bonus effect (Burn Chance for example) it WILL occur unless the condition does not apply (like burn vs a fire type or such), or if the effect isn't a bonus (heightened crit chance)

Focus Chi: Fighting/Status
Power: - / Acc: - / PP: 25
Increases the next move's power and critical hit ratio by 1 stage each
[/collapse]
[collapse=Flying]
Dive Bomb: Flying/Physical
Power: 75 / Acc: 100 / PP: 20
Heightened Critical hit ratio

Feather Barrage: Flying/Physical
Power: 80 / Acc: 100 / PP: 15
30% chance to flinch the target

Feather Storm: Flying/Special
Power: 80 / Acc: 100 / PP: 15
30% chance to lower target's ATTACK 1 stage

Jetstream: Flying/Special
Power: 40 / Acc: 100 / PP: 30
+1 Priority

Feather Shroud: Flying/Status
Power: - / Acc: - / PP: 15
Raises DEF and SPDEF each 1 stage, 30% chance to lower an attacker's ATTACK stat 1 stage upon contact with the user

Soar: Flying/Status
Power: - / Acc: - / PP: 10
User gains +2 evasion, as well as immunity to contact moves (except fly, bounce and Hi Jump Kick) for their next turn
[/collapse]
[collapse=Poison]
Hollow Fang: Poison/Physical
Power: 75 / Acc: 95 / PP: 10
User siphons (blood) through hollow fangs, healing for half the damage dealt as well as having a 10% chance to poison the target

Lash Out: Poison/Physical
Power: 60 / Acc: - / PP: 20
The user strikes from a stationary position, the move is sure to hit

Seeping Strike: Poison/Physical
Power: 90 / Acc: 85 / PP: 10
30% chance to poison

Acid Pool: Poison/Special
Power: 75 / Acc: 90 / PP: 20
20% chance to lower SPDEF and/or Poison the target

Chemical Bath: Poison/Status
Power: - / Acc: - / PP: 10
The user covers itself in acid for an adrenaline boost, lowering DEFENSE and SPDEFENSE 1 stage, but raising SPEED 3 stages

Venom Cloud Poison/Status
Power: - / Acc: - / PP: 10
The field is covered by a thick, toxic fog for 3-5 turns, accuracy is lowered 1 stage during this time, and has a 30% chance to poison foes each turn, can stack to become Toxic Poison
[/collapse]
[collapse=Ground]
Tremor: Ground/Physical
Power: 60 / Acc: 100 / PP: 10
Unsettles the target, resetting their positive stat boosts back to 0

Terra Crash: Ground/Physical
Power: 120 / Acc: 100 / PP: 5
Lowers the user's SPDEF and SPEED 1 stage after use

Dust Shot: Ground/Special
Power: 70 / Acc: 100 / PP: 20
Lowers target's accuracy by 2 stages, but increases their evasion by 1 stage

Mudslide
: Ground/Special
Power: 75 / Acc: 90 / PP: 10
30% chance to flinch all targets

Quicksand: Ground/Status
Power: - / Acc: - / PP: 10
Creates an area of Quicksand under the opposing team, lowering both speed and evasion of all but Ground. Flying and Levitating Targets for 5 turns
[/collapse]
[collapse=Rock]
Stone Twister: Rock/Physical
Power: 90 / Acc: 95 / PP: 15
Lasts 2-3 turns

Pebbles: Rock/Physical
Power: 35 / Acc: 100 / PP: 30
30% chance to flinch

Diamond Dust: Rock/Special
Power: 60 / Acc: 90 / PP: 15
40% chance to lower accuracy 1 stage

Prism Burst: Rock/Special
Power: 90 / Acc: 100 / PP: 10
Hits up to two foes at once (cone)

Fossilize: Rock/Status
Power: - / Acc: - / PP: 15
Encases target in a layer of solid rock, lowering ATTACK/SPATTACK and SPEED all 1 stage, but increasing DEF/SPDEF by 2 stages each

Crystalize: Rock/Status
Power: - / Acc: - / PP: 20
Raises SPDEF by 2 stages
[/collapse]
[collapse=Bug]
Bug Brunt: Bug/Physical
Power: 100 / Acc: 95 / PP: 15
Does Damage

Incisors: Bug/Physical
Power: 75 / Acc: 100 / PP: 20
High Critical Hit Ratio

Bug Spray: Bug/Special
Power: 90 / Acc: 90 / PP: 10
Hits up to two targets (cone)

Chirp: Bug/Special
Power: 50 / Acc: 100 / PP: 30
Does Damage

Signal Flare: Bug/Special
Power: 120 / Acc: 80 / PP: 5
20% chance to confuse the target

Hive Mind: Bug/Status
Power: - / Acc: - / PP: 5
Ups stats based on highest stat (barring HP) of each other team member up to five times, working off the current stat of the pokemon

War Dance: Bug/Status
Power: - / Acc: - / PP: 20
Dragon Dance clone
[/collapse]
[collapse=Ghost]
Shadow Blitz: Ghost/Physical
Power: 65 / Acc: 100 / PP: 10
Power doubles if user is at 1/2 maximum HP or less

Omen: Ghost/Special
Power: 100 / Acc: 90 / PP: 10
Future Sight Clone, 20% chance to flinch, hits through protect/detect

Shriek: Ghost/Special
Power: 70 / Acc: 95 / PP: 15
30% chance to flinch

Soul Drain: Ghost/Special
Power: 75 / Acc: 100 / PP: 10
Giga Drain Clone

Shadow Sky: Ghost/Status (Weather)
Power: - / Acc: - / PP: 10
Creates "Netherworld" weather for 5 turns, all non ghost/dark/normal types take 1/16th damage each turn, Ghosts gain 10% evasion bonus

Phantasm: Ghost/Status
Power: - / Acc: - / PP: 10
Creates scary illusion in front of the opposing team, attacks done to them have a bonus 20% chance to flinch for the next 5 turns
[/collapse]
[collapse=Steel]
Broad Edge: Steel/Physical
Power: 70 / Acc: 100 / PP: 20
Slash clone, but can hit 2 opponents at once

Parry: Steel/Physical
Power: 60 / Acc: 95 / PP: 15
Always moves last, if the opponent's last attack was physical, they take 1/2 damage dealt as recoil on top of Parry's damage

Power Cutter: Steel/Physical
Power: 25 / Acc: 90 / PP: 10
Hits 2-5 times in a row

Magnetic Pulse Steel/Special
Power: 100 / Acc: 85% / PP: 10
If the target is paralyzed or magnetized, the power of this move is boosted to 150.

Rust: Steel/Status
Power: - / Acc: 90 / PP: 20
Lowers target's DEF and SPEED 1 stage each
[/collapse]
[collapse=Fire]
Flare Cutter: Fire/Physical
Power: 75 / Acc: 95 / PP: 10
50% chance of lowering DEF 1 stage

Hotfoot: Fire/Special
Power: 10 / Acc: - / PP: 20
Raises the target's speed 2 stages for 3 turns

Pyro Flow: Fire/Special
Power: 30 / Acc: 90 / PP: 20
The more heat applied, the stronger the attack becomes (Rollout)

Hot Ash: Fire/Status
Power: - / Acc: 90 / PP: 10
Entry hazard, foes take 1/16th damage on switch-in (unless fire type) and have their SPEED lowered 1 stage

Ignition: Fire/Status
Power: - / Acc: - / PP: 10
For the next 5 turns, the user's Fire attacks have a 60% chance to "ignite" targets, causing 3 turns of Burn damage that can stack

Plasma Field: Fire/Status
Power: - / Acc: - / PP: 20
Gives user and it's allies 30% evasion toward special attacks, and makes physical attackers risk a 40% chance to be burned when attacking. The user must keep it up each turn however.
[/collapse]
[collapse=Water]
Water Rush: Water/Physical
Power: 50 / Acc: 100 / PP: 35
Does Damage

Seasalt: Water/Special
Power: 70 / Acc: 100 / PP: 15
60% chance to lower target's DEF 1 stage

Riptide: Water/Special
Power: 60 / Acc: - / PP: 20
Cannot miss

Maelstrom Water/Status
Power: - / Acc: 75 / PP: 10
Confuses foes, as well as shifts their positions in multi/rotation battles automatically, and randomizes their target for the next turn

Undertow Water/Status
Power: - / Acc: - / PP: 10
Creates a current against opposing team, lowering their SPEED 1 stage for the next 5 turns, as well as washing entry hazards from the user's side of the field to the opponent's. Pokemon with Swift Swim, Levitate or of the Flying type are immune.
[/collapse]
[collapse=Grass]
Briar Patch: Grass/Physical
Power: 35 / Acc: 85 / PP: 15
Fire Spin/Sand Tomb

Solar Strike: Grass/Physical
Power: 60 / Acc: 90 / PP: 20
Power doubles in sunlight, and is halved in any other non-neutral weather

Pepper Spray: Grass/Special
Power: 40 / Acc: 90 / PP: 25
75% chance to Burn the target

Poppy Seeds: Grass/Status
Power: - / Acc: - / PP: 15
Entry hazard, Pokemon switching in have a 30% chance to become Confused.

Mushrooms: Grass/Status
Power: - / Acc: - / PP: 25
Entry Hazard, Pokemon switching in are subject to the effects of "Effect Spore"

Thorns Grass/Status
Power: - / Acc: - / PP: 10
Gives the user's team "Rough Skin" for 5 turns
[/collapse]
[collapse=Electric]
Thunder Crash: Electric/Physical
Power: 85 / Acc: 90 / PP: 20
20% chance to paralyze

Short Circuit: Electric/Physical
Power: 40 / Acc: 100 / PP: 30
+1 Priority

Ion Bolt: Electric/Special
Power: 70 / Acc: 95 / PP: 15
for the next 5 turns, Electric and Steel type attacks cannot miss the target

Accelerate: Electric/Status
Power: - / Acc: - / PP: 15
Raises SPEED 1 stage, and then SPEED 1 stage every turn after similar to Speed Boost

Magnetize: Electric/Status
Power: - / Acc: - / PP: 5
For 5 turns, the target is magnetized to the ground, and cannot be recalled/shift or otherwise flee the encounter
[/collapse]
[collapse=Psychic]
Corpokinesis: Psychic/Physical
Power: 120 / Acc: 90 / PP: 10
30% chance to raise the user's ATTACK 1 stage

Psychokinesis: Psychic/Special
Power: 120 / Acc: 95 / PP: 10
does damage

Gleipnir: Psychic/Special
Power: 90 / Acc: - / PP: 20
Cannot miss

Clock Stop Psychic/Status
Power: - / Acc: - / PP: 10
Delays all opposing target's next turns, and allows the user and their team mates to attack immediately after use, with the exception of using Clock Stop again, with the opponent's next move being at half the priority it would have been.

Magic Aura: Psychic/Status
Power: - / Acc: - / PP: 20
Gives the user's team "Magic Guard" for 5 turns
[/collapse]
[collapse=Ice]
Snow Plow: Ice/Physical
Power: 60 / Acc: 90 / PP: 10
-6 priority, but evicts foes from battle

Frosthorn: Ice/Physical
Power: 65 / Acc: 100 / PP: 25
10% chance to freeze target

Chillblain Ice/Special
Power: 80 / Acc: 100 / PP: 15
50% chance of lowering target's special attack 1 stage

Freeze Ray: Ice/Status
Power: - / Acc: 50 / PP: 15
Freezes the target

Permafrost: Ice/Status
Power: - / Acc: - / PP: 5
Raises DEF by 1 stage, as well as heals for 1/8th max HP
[/collapse]
[collapse=Dark]
Rampage: Dark/Physical
Power: 120 / Acc: 100 / PP: 10
Thrash (confuses as well)

Eviscerate: Dark/Physical
Power: 100 / Acc: 90 / PP: 10
Heightened crit rate + 20% chance to lower DEF 1 stage

Tipping Point Dark/Special
Power: - / Acc: 100 / PP: 20
The less loyal a target pokemon is to their owner, the more damage they receive

Backstab Dark/Special
Power: - / Acc: 100 / PP: 20
The more loyal a target pokemon is to their owner, the more damage they receive

Dark Snare: Dark/Special
Power: 35 / Acc: 100 / PP: 15
Fire spin, but only works if the foe is switching out. If/when the foe is caught on the switch, they are snared for as long as the user of the move is in combat with them

Penance: Dark/Special
Power: 30 / Acc: 100 / PP: 15
Hits the foe an extra time for each team mate of theirs they took down (so up to 6 hits)

Antagonize: Dark/Status
Power: - / Acc: - / PP: 25
If the foe doesn't use an attacking move after Antagonize is used, they become confused
[/collapse]
[collapse=Dragon]
Dragon Fang: Dragon/Physical
Power: 65 / Acc: 95 / PP: 15
10% chance of flinching and/or lowering the target's SPEED 1 stage

Dragon Scales: Dragon/Physical
Power: - / Acc: 100 / PP: 10
The user sends back an attack at 1.5x the damage toward the foe, the corresponding defending stat used is sharply reduced after, however

Dragon Call: Dragon/Special
Power: 80 / Acc: 90 / PP: 10
50% chance to flinch

Ancient Gaze: Dragon/Status
Power: - / Acc: 95 / PP: 10
Lowers target SPATTACK by 2 stages
[/collapse]
[/collapse]
[collapse=Abilities]
Agile: The faster the user is than the foe, the more accuracy and evasion are raised

Amaze:Lowers opponent's Special Attack 1 stage when entering combat

Anesthetic: 20% chance to fall asleep upon contact with the pokemon

Apathy: Doesn't suffer from any Status Ailments(including Sleep/Freeze), but still HAS them.

Bitter Cold: Ice Attacks used by the target have a 10% higher chance to freeze

Blight: Special Attacks gain a 20% chance to lower the accuracy of a foe by 1 stage

Burning Grasp: Bonus 20% chance to burn with attacks that make contact

Charged Strike: Bonus 20% chance to paralyze with attacks that make contact

Collaborate: When together, related pokemon gain bonus EXP

Dark Heart: Dark Heart recovers 1/16 of the user's maximum HP at the end of each turn when in Netherworld

Deep Fear: Takes the appearance of a pokemon with Super-Effective STAB toward current opponent (for example, would appear as if it were a Magmortar if it went up against a Sunfora)

Ego Boost: Defeating a foe heals the user for 1/4th their maximum HP

Escape Artist: This pokemon cannot be trapped by moves or abilities

Family Bond: When together (nearby, same team in multi-battle), if a related pokemon is in danger (less than 1/3rd hp), the other family member will recieve a boost to speed and their highest attacking stat

Final Rush: All moves gain +1 priority at critical health

Gentle Heart: Healing Moves (such as Synthesis) get a 30% boost.

Herd Instinct: Raises Defense and Spec Defense by 1 stage when near another pokemon of its egg group

Impressionable: Double EV gain

Inattentive: 20% more on attacking power, 10% more chance for secondary effects to occur, but at the cost of a 10% chance for the mon to disobey orders/loaf around

Jubilee: Pokemon teamed with the user gain happiness exponentially

Leech: Shell Bell with attacks that make contact

Megaforce: Doubles Special Attack Stat

Mignight: Increases the power of Ghost and Dark moves by 40% in Netherworld

Mutate: Each new generation of the pokemon has more extreme versions of the last's EVs and/or Nature, with a maximum of 2 generations of growth per stat. (natures go from +/-10% to a max of +/-20%, +5,10,15% to the prior's generation's most EV'd stat (if tie, randomly chooses))

Natural: Moves learned through lvl up/breeding are 10% stronger

Nightfall: Weather starter: Shadow Sky

Pack Hunter: Raises Attack and Spec Attack by 1 stage when near another pokemon of its egg group

Prodigy: Moves learned through TM/Tutor are 10% stronger

Recharge: Recovers PP at the end of each turn

Reflection: 50% chance to reflect non-contact attacks back at their user for 1/2 damage

Repair: Heal 1/8 of steel-type team mate's HP per turn

Tapered Edge: Physical Cutting/Biting moves have a bonus 30% chance to lower the target's defense stat 1 stage

Toxic Skin: Poison Point, but with TOXIC poison

Versatile: Random ability (ala Metronome) per encounter

[/collapse]
[/collapse]

[collapse=The Pokemon]

Again, only showing the first few for now, will update as they come!

Abilities: 1 / 2 / Hidden or Dreamworld / (PTA 1) / (PTA 2)

Abilities in (parenthesis) are PTA only

[collapse=PTA Exclusive Abilities]
Last Chance
Focus
Venom
Mach Speed
Landslide
Mountain Peak
Haunt
Unbreakable
Overcharge
Mind Mold
Freezing Point
Dark Art
Pure-Blooded

Each of these are the "blaze/torrent/overgrow" for Normal/Fight/Poison/Fly/Ground/Rock/Ghost/Steel/Elec/Psy/Ice/Dark/Dragon, every pokemon gains the option of getting these for their types in PTA due to starters not being restricted to the "starter" pokemon.
[/collapse]

[collapse=001]
BERRIKEET

Grass/Flying, based on Parakeets, ferns and Berries

48 / 40 / 42 / 63 / 63 / 54

Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=002]
PARRAFERN evolves from BERRIKEET at lvl 17

(pic done by a friend of mine)
Grass/Flying, Based on Parrots, Ferns and Berries

68 / 52 / 59 / 82 / 82 / 72

Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=003]
PARRODICE evolves from PARAFERN at lvl 34

Grass/Flying, Based on Peacocks, Ferns, Berries and Birds of paradise

82 / 64 / 75 / 110 / 110 / 94

Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=004]
FELIRE

Fire/Dark, Based on Bobcats

54 / 64 / 43 / 62 / 42 / 45

Abilities: Blaze / (Run Away) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=005]
FLANTHER evolves from FELIRE at lvl 15

Fire/Dark, Based on Tigers

70 / 90 / 51 / 84 / 50 / 65

Abilities: Blaze / (Tapered Edge) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=006]
FLARKHAN evolves from FLANTHER at lvl 36

Fire/Dark, Based on Tigers and a certain fictional character

90 / 109 / 70 / 106 / 69 / 86

Abilities: Blaze / (Tapered Edge) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=007]
SEAPENT

Water/Poison, Based on the Sea Krate/Snake

48 / 70 / 59 / 46 / 58 / 29

Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=008]
ATLACONDA evolves from SEAPENT at lvl 16

Water/Poison, Based on Constrictors

62 / 95 / 80 / 59 / 70 / 39

Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=009]
POSYTHON evolves from ATLACONDA at lvl 32

Water/Poison, Based on Sea Serpents

83 / 120 / 108 / 80 / 90 / 49

Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=010]
BANDIL

Normal, Based on the Kangaroo Rat

25 / 50 / 30 / 20 / 35 / 90

Abilities: Pick Pocket / Run Away / Agile / (Last Chance)
[/collapse]
[collapse=011]
BANDILBY evolves from BANDIL at lvl 21

Normal, Based on the Bilby

55 / 75 / 60 / 50 / 65 / 110

Abilities: Pick Pocket / Run Away / Agile / (Last Chance)
[/collapse]
[collapse=012]
PEAWI

Normal/Flying, Based on Kiwis

50 / 60 / 49 / 38 / 30 / 38

Abilities: Guts / Tangled Feet / Apathy / (Last Chance) / (Mach Speed)
[/collapse]
[collapse=013]
BOSSOWARY evolves from PEAWI at lvl 23

Fighting/Flying, Based on Cassowarys

70 / 110 / 65 / 68 / 65 / 82

Abilities: Guts / Tangled Feet / Apathy / (Focus) / (Mach Speed)
[/collapse]
[collapse=014]
SPECTRULAR

Bug, based on a variety of caterpillars with irritating hairs

26 / 35 / 27 / 45 / 27 / 35

Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm)
[/collapse]
[collapse=015]
PUPRISM evolves from SPECTRULAR at lvl 8

Bug, based on a prism and cocoon

30 / 35 / 47 / 35 / 47 / 20

Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm)
[/collapse]
[collapse=016]
TRIPPIFLY evolves from PUPRISM at lvl 11

Bug/Psychic, Based on Amnesty Butterflies, Psychadelics

45 / 60 / 52 / 85 / 52 / 96

Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm) / (Mind Mold)
[/collapse]
[collapse=017]
MALLARVAL

Bug, Based on beetle grubs/larvae

50 / 50 / 50 / 50 / 50 / 50

Abilities: Impressionable / Pick-Up / Mutate / (Swarm)
[/collapse]
[collapse=018]
BEELGRIS evolves from MALLARVAL at lvl 22 if SPEED was it's highest stat

Bug/Ground, Based on the Tiger Beetle

70 / 80 / 75 / 80 / 75 / 110

Abilities: Sand Rush / Sand Force / Mutate / (Swarm) / (Landslide)
[/collapse]
[collapse=019]
BEELCEROS evolves from MALLARVAL at lvl 22 if DEF/SPDEF was it's highest stat

Bug/Steel, Based on the Rhinoceros and/or Goliath Beetle

70 / 75 / 105 / 75 / 105 / 60

Abilities: Herd Instinct / Sturdy / Mutate / (Swarm) / (Unbreakable)
[/collapse]
[collapse=020]
BEELBOMB evolves from MALLARVAL at lvl 22 if ATTACK/SPATTACK was it's highest stat

Bug/Fire, Based on the Bombardier beetle

70 / 100 / 65 / 100 / 65 / 90

Abilities: Adaptability / Flash Fire / Mutate / (Swarm) / (Blaze)
[/collapse]
[collapse=021]
OOPAL

Rock, based on an Opal

38 / 45 / 53 / 56 / 50 / 38

Abilities: Levitate / Reflection / Clear Body / (Mountain Peak)
[/collapse]
[collapse=022]
OPALACE evolves from OOPAL at lvl 26

Rock/Psychic, based on Opals, Boomerangs and Lacrosse

51 / 75 / 60 / 84 / 59 / 61

Abilities: Levitate / Reflection / Clear Body / (Mountain Peak) / (Mind Mold)
[/collapse]
[collapse=023]
OPALACENS evolves from OPALACE when traded

Rock/Psychic, based on Opals, Boomerangs and Lacrosse

62 / 99 / 70 / 115 / 69 / 100

Abilities: Levitate / Reflection / Clear Body / (Mountain Peak) / (Mind Mold)
[/collapse]
[collapse=024]
JOLTLE

Electric/Water, Based on Snapping Turtles and Jumper Cables (inspiration for the mouth)

40 / 85 / 85 / 44 / 63 / 34

Abilities: Volt Absorb / Water Absorb / Charged Strike / (Overcharge) / (Torrent)
[/collapse]
[collapse=025]
JOLTIGATOR evolves from JOLTLE at lvl 32

Based on Alligator Snapping turtles, literally

65 / 115 / 115 / 64 / 83 / 68

Abilities: Volt Absorb / Water Absorb / Charged Strike / (Overcharge) / (Torrent)
[/collapse]
[collapse=026]
SYNDASTER

Poison/Dark, Based on the Sydney Funnel Web spider

73 / 113 / 85 / 60 / 84 / 90

Abilities: Poison Hand / Arena Trap / Midnight / (Venom) / (Dark Art)
[/collapse]
[collapse=027]
SAPLEE

Grass, Based on a 12-gauge clearly growing tree

85 / 60 / 60 / 60 / 60 / 30

Abilities: Leaf Guard / Inconspicuous / Natural Cure / (Overgrow)
[/collapse]
[collapse=028]
TIMBERCH evolves from SAPLEE when exposed to a Shiny Stone

Grass/Ground, based on an adult tree / Ent

115 / 110 / 70 / 100 / 70 / 55

Abilities: Chlorophyll / Harvest / Solar Power / (Overgrow) / (Landslide)
[/collapse]
[collapse=029]
TWILTREE evolves from SAPLEE when exposed to a Dusk Stone

Grass/Ghost, based on a Dead Tree

130 / 85 / 100 / 85 / 100 / 20

Abilities: Cursed Body / Dry Skin / Dark Heart / (Overgrow) / (Haunt)
[/collapse]
[collapse=030]
RUFFAROO

Fighting, based on a Joey / Kangaroo, and Kickboxing

48 / 85 / 40 / 22 / 45 / 70

Abilities: Quick Feet / Pick-Up / Defiant / (Focus)
[/collapse]
[collapse=031]
WHALLOPY evolves from RUFFAROO at lvl 27

Fighting, based on a Kangaroo and MMA

77 / 125 / 70 / 43 / 77 / 91

Abilities: Quick Feet / Unburden / Defiant / (Focus)
[/collapse]
[collapse=032]
SHRENCH

Steel, Based on a Shrimp, Wrench and Cutting Tool

55 / 67 / 60 / 28 / 50 / 30

Abilities: Repair / Sturdy / Motor Drive / (Unbreakable)
[/collapse]
[collapse=033]
CLAMPSTER evolves from SHRENCH at lvl 24

Steel, based on a Lobster, Clamp and Hammer

75 / 90 / 85 / 37 / 63 / 45

Abilities: Repair / Sturdy / Motor Drive / (Unbreakable)
[/collapse]
[collapse=034]
DRILSTACEN evolves from CLAMPSTER at lvl 36

Steel, based on a Coconut Crab, Industrial Clamp and Power Drill

95 / 135 / 100 / 46 / 79 / 60

Abilities:
Abilities: Repair / Rough Skin / Motor Drive / (Unbreakable) / (Sturdy)
[/collapse]
[collapse=035]
ZEPPIWAR

Poison/Flying, based on the Man-o-War jellyfish

75 / 75 / 55 / 105 / 100 / 90

Abilities: Toxic Skin / Regenerator / Clear Body / (Venom) / (Mach Speed)
[/collapse]
[collapse=036]
EXCALISURF

Steel/Water, based on a Rapier and Marlin

75 / 109 / 85 / 65 / 81 / 95

Abilities: Swift Swim / Speed Boost / Steadfast / (Unbreakable) / (Torrent)
[/collapse]
[collapse=037]
CHORDAE

Grass/Water, Based on the Oarfish, Kelp, and Sheet Music

95 / 65 / 81 / 109 / 75 / 85

Abilities: Gentle Heart / Serene Grace / Regenerator / (Overgrow) / (Torrent)
[/collapse]
[collapse=038]
HORORPENO

Grass/Fire, Based on a Gila Monster and Chili pepper

73 / 78 / 80 / 115 / 80 / 89

Abilities: Flame Body / Intimidate / Poison Hand / (Overgrow) / (Blaze)
[/collapse]


Yes, I am aware they are under-detailed for now, but they will begin to fill up, trust me :p

Annnnd, I'm always open for suggestion when it comes to Ht/Wt/Movepools/Colors :D

[/collapse]


A sneak-peek for now, as time goes on I'll fill more and more of this out, but what I'll really be needing is both pictures, and learnsets/movepools for the mons. Other than that though, enjoy :D
 

Spire

III
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Glad to see you're still continuing this! I support you all the way.
 

UltiMario

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Does that butterfly have 5 abilities? wat

Also base 85 double SpA with 96 speed.

Holy **** you might've found a way to break an early bug type. Slap a scarf on that and call it a day.
 

JOE!

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Any priority except fighting kills it lol, also there's a note about why there are multiple abilities...

:phone:
 

JOE!

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Updated with a ton of new moves listed, and if you want I could detail out how PTA works if you need the info :)
 

JOE!

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Double post but w/e

Pokemon count is up to 25!

ALL new Moves and Abilities listed!
 

#HBC | ZoZo

Shocodoro Blagshidect
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Loved what you did with the dark moves.

Just some thoughts;
You have A LOT of entry hazards
-> because of all the hazards + standard hazards, having a spinblocker AND undertow blocker is pretty much required.
I wouldn't give a dragon dance clone to bugs, bug already has quiver dance.
I'd make chemical bath lower defense and special defense sharply for a +3 speed boost, or just lower for +2. lowering attack is useless when a lot of poison is simply special.
Psychokinesis reminds me of psycho boost on steroids...
 

JOE!

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Ah cewl, feedback :D

Loved what you did with the dark moves.
:cool:

You have A LOT of entry hazards
-> because of all the hazards + standard hazards, having a spinblocker AND undertow blocker is pretty much required.
The balancing factor is gonna be the availability of the "hazards", so far only Hot Ash and Undertow are TMs, the rest are lvl-up / maybe bred exclusives, and Undertow gives an alternative to having a spinner since instead of negating hazards, you can push them to the team who sent them to you.

I wouldn't give a dragon dance clone to bugs, bug already has quiver dance.
Sort of the same deal as above, it wont be a TM and I mostly made it for availability on pokes that would benefit from access to such a move, as well as limited distribution kind of like Quiver Dance and DDance already are

I'd make chemical bath lower defense and special defense sharply for a +3 speed boost, or just lower for +2. lowering attack is useless when a lot of poison is simply special.
hmm, alright

Psychokinesis reminds me of psycho boost on steroids...
to be honest I didn't come up with Corpo/Psychokinesis... so suggestions for them (they need some sort of negative to them) are appreciated
 

Kofu

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Hypercritical mode gogogo
JOE! said:
[collapse=Normal]
Fatal Attraction Normal/Physical
Power: 60 / Acc: 100 / PP: 20
Does double damage vs foes of the opposite gender, half vs same gendered foes, and normal vs other.

Name is too long (will henceforth abbreviate that with "NTL")

Lifestream: Normal/Special
Power: 130 / Acc: 90 / PP: 5
Deals 1/8th max HP in recoil damage each time it is used

I'd argue against it, but the current game has moves like Hi Jump Kick and Close Combat. Just make sure Porygon-Z doesn't get it ;)

Plain Beam: Normal/Status
Power: - / Acc: 100 / PP: 5
The target and all of its attacks are changed to the normal type until the end of the battle.

The Move aspect of this seems a little too strong, as it's combining aspects of Simple Beam and Soak into one. I'd say make it do one or the other and increase the PP.

Simplify: Normal/Status
Power: - / Acc: - / PP: 25
The target's bonus effects on moves (such as chance to burn) are suppressed for the next 5 turns

Seems fine.
[/collapse]
[collapse=Fighting]
Axe Kick: Fighting/Physical
Power: 60 / Acc: 100 / PP: 20
30% chance to paralyze target

http://veekun.com/dex/moves/force%20palm

Rabbit Punch: Fighting/Physical
Power: 60 / Acc: 90 / PP: 10
40% chance to flinch target

Flinch Chance seems a little high, but I'm assuming the move would be fairly restricted in learners.

Power Strike: Fighting/Physical
Power: 95 / Acc: 90 / PP: 15
Heightened critical hit ratio

Fighting-type Leaf Blade sounds pretty cool

Ki Rush: Fighting/Special
Power: 25 / Acc: 100 / PP: 25
Hits 2-5 times in a row.

Probably has too much PP.

Set Up Fighting/Status
Power: - / Acc: - / PP: 20
The user prepares their attack, ensuring the next hit will have maximum effect. If the user's next move has a bonus effect (Burn Chance for example) it WILL occur unless the condition does not apply (like burn vs a fire type or such), or if the effect isn't a bonus (heightened crit chance)

Fine

Focus Chi: Fighting/Status
Power: - / Acc: - / PP: 25
Increases the next move's power and critical hit ratio by 1 stage each

Sounds like programming this would be problematic, but it seems alright otherwise.
[/collapse]
[collapse=Flying]
Dive Bomb: Flying/Physical
Power: 75 / Acc: 100 / PP: 20
Heightened Critical hit ratio

K

Feather Barrage: Flying/Physical
Power: 80 / Acc: 100 / PP: 15
30% chance to flinch the target

NTL, but fine otherwise.

Feather Storm: Flying/Special
Power: 80 / Acc: 100 / PP: 15
30% chance to lower target's ATTACK 1 stage

NTL, seems alright

Jetstream: Flying/Special
Power: 40 / Acc: 100 / PP: 30
+1 Priority

Cool.

Feather Shroud: Flying/Status
Power: - / Acc: - / PP: 15
Raises DEF and SPDEF each 1 stage, 30% chance to lower an attacker's ATTACK stat 1 stage upon contact with the user

NTL and seems a little bit powerful.

Soar: Flying/Status
Power: - / Acc: - / PP: 10
User gains +2 evasion, as well as immunity to contact moves (except fly, bounce and Hi Jump Kick) for their next turn

Is this a stall team's overpowered friend or what?
[/collapse]
[collapse=Poison]
Hollow Fang: Poison/Physical
Power: 75 / Acc: 95 / PP: 10
User siphons (blood) through hollow fangs, healing for half the damage dealt as well as having a 10% chance to poison the target

Sounds like it works.

Lash Out: Poison/Physical
Power: 60 / Acc: - / PP: 20
The user strikes from a stationary position, the move is sure to hit

Alright.

Seeping Strike: Poison/Physical
Power: 90 / Acc: 85 / PP: 10
30% chance to poison

NTL

Acid Pool: Poison/Special
Power: 75 / Acc: 90 / PP: 20
20% chance to lower SPDEF and/or Poison the target

Too much PP or Power.

Chemical Bath: Poison/Status
Power: - / Acc: - / PP: 10
The user covers itself in acid for an adrenaline boost, lowering DEFENSE and SPDEFENSE 1 stage, but raising SPEED 3 stages

Seems okay.

Venom Cloud Poison/Status
Power: - / Acc: - / PP: 10
The field is covered by a thick, toxic fog for 3-5 turns, accuracy is lowered 1 stage during this time, and has a 30% chance to poison foes each turn, can stack to become Toxic Poison

Game Freak eliminated most turn variability in moves, so I recommend you do the same. And how does it stack?
[/collapse]
[collapse=Ground]
Tremor: Ground/Physical
Power: 60 / Acc: 100 / PP: 10
Unsettles the target, resetting their positive stat boosts back to 0

Just make it like Clear Smog.

Terra Crash: Ground/Physical
Power: 120 / Acc: 100 / PP: 5
Lowers the user's SPDEF and SPEED 1 stage after use

K

Dust Shot: Ground/Special
Power: 70 / Acc: 100 / PP: 20
Lowers target's accuracy by 2 stages, but increases their evasion by 1 stage

Sounds funky. Also, the name is a little too close to the Japanese name of Gunk Shot (Dust Shoot, if you must know).


Mudslide
: Ground/Special
Power: 75 / Acc: 90 / PP: 10
30% chance to flinch all targets

I think I'm going to steal this move.

Quicksand: Ground/Status
Power: - / Acc: - / PP: 10
Creates an area of Quicksand under the opposing team, lowering both speed and evasion of all but Ground. Flying and Levitating Targets for 5 turns

Alright.
[/collapse]
[collapse=Rock]
Stone Twister: Rock/Physical
Power: 90 / Acc: 95 / PP: 15
Lasts 2-3 turns

Something about this seems off, but I can't place it.

Pebbles: Rock/Physical
Power: 35 / Acc: 100 / PP: 30
30% chance to flinch

k

Diamond Dust: Rock/Special
Power: 60 / Acc: 90 / PP: 15
40% chance to lower accuracy 1 stage

Aside from the fact that "Diamond Dust" is traditionally related with Ice, I don't see a problem with this.

Prism Burst: Rock/Special
Power: 90 / Acc: 100 / PP: 10
Hits up to two foes at once (cone)

I have no idea what "cone" means.

Fossilize: Rock/Status
Power: - / Acc: - / PP: 15
Encases target in a layer of solid rock, lowering ATTACK/SPATTACK and SPEED all 1 stage, but increasing DEF/SPDEF by 2 stages each

Okay.

Crystalize: Rock/Status
Power: - / Acc: - / PP: 20
Raises SPDEF by 2 stages

Go with it.
[/collapse]
[collapse=Bug]
Bug Brunt: Bug/Physical
Power: 100 / Acc: 95 / PP: 15
Does Damage

Don't fully understand the name, but I can roll with it.

Incisors: Bug/Physical
Power: 75 / Acc: 100 / PP: 20
High Critical Hit Ratio

Lower the Power and PP by 5. Seems a little close to X-Scissor TBH.

Bug Spray: Bug/Special
Power: 90 / Acc: 90 / PP: 10
Hits up to two targets (cone)

See comment for Prism Burst.

Chirp: Bug/Special
Power: 50 / Acc: 100 / PP: 30
Does Damage

*crickets*

Signal Flare: Bug/Special
Power: 120 / Acc: 80 / PP: 5
20% chance to confuse the target

Fire Blast yo

Hive Mind: Bug/Status
Power: - / Acc: - / PP: 5
Ups stats based on highest stat (barring HP) of each other team member up to five times, working off the current stat of the pokemon

I'd like a bit more explanation, but it seems a bit overpowered atm.

War Dance: Bug/Status
Power: - / Acc: - / PP: 20
Dragon Dance clone

K
[/collapse]
[collapse=Ghost]
Shadow Blitz: Ghost/Physical
Power: 65 / Acc: 100 / PP: 10
Power doubles if user is at 1/2 maximum HP or less

Okay. I like borrowing move names from XD, too.

Omen: Ghost/Special
Power: 100 / Acc: 90 / PP: 10
Future Sight Clone, 20% chance to flinch, hits through protect/detect

If it's a Future Sight clone, then hitting through protect/detect is kind of a given.

Shriek: Ghost/Special
Power: 70 / Acc: 95 / PP: 15
30% chance to flinch

K

Soul Drain: Ghost/Special
Power: 75 / Acc: 100 / PP: 10
Giga Drain Clone

Will do

Shadow Sky: Ghost/Status (Weather)
Power: - / Acc: - / PP: 10
Creates "Netherworld" weather for 5 turns, all non ghost/dark/normal types take 1/16th damage each turn, Ghosts gain 10% evasion bonus

K

Phantasm: Ghost/Status
Power: - / Acc: - / PP: 10
Creates scary illusion in front of the opposing team, attacks done to them have a bonus 20% chance to flinch for the next 5 turns

Seems nonspecific, but it could work.
[/collapse]
[collapse=Steel]
Broad Edge: Steel/Physical
Power: 70 / Acc: 100 / PP: 20
Slash clone, but can hit 2 opponents at once

Steel has needed a Slash clone for a while.

Parry: Steel/Physical
Power: 60 / Acc: 95 / PP: 15
Always moves last, if the opponent's last attack was physical, they take 1/2 damage dealt as recoil on top of Parry's damage

Be more specific with its priority.

Power Cutter: Steel/Physical
Power: 25 / Acc: 90 / PP: 10
Hits 2-5 times in a row

K

Magnetic Pulse Steel/Special
Power: 100 / Acc: 85% / PP: 10
If the target is paralyzed or magnetized, the power of this move is boosted to 150.

Neat. I recommend Magnet Rise inducing "magnetized" as well.

Rust: Steel/Status
Power: - / Acc: 90 / PP: 20
Lowers target's DEF and SPEED 1 stage each

Sounds okay, though I can't recall any moves that lower two different stats of the foe simultaneously.
[/collapse]
I'll finish later. It seems like power levels have been increased in your generation a bit.
 

JOE!

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XD @ force palm, will need to edit that... (Never crossed my mind)

Also, wasn't aware of a character limit on moves, but I know its over 10 unlike names, you know what it is?

@trg:

Yeah, Berri seems to be the crowd favorite with those I've shown these to, followed by seapent for his evos, and then the felire line, but luckily everyone seems to like them at least :p

Also, while at work ill start drawing more of them in Pencil, have 50 already do.e, just need to post em lol

:phone:
 

Kofu

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XD @ force palm, will need to edit that... (Never crossed my mind)

Also, wasn't aware of a character limit on moves, but I know its over 10 unlike names, you know what it is?

@trg:

Yeah, Berri seems to be the crowd favorite with those I've shown these to, followed by seapent for his evos, and then the felire line, but luckily everyone seems to like them at least :p

Also, while at work ill start drawing more of them in Pencil, have 50 already do.e, just need to post em lol

:phone:
Limit is 12 for both Moves and Abilities (a space counts as a character as far as this goes). That MIGHT be the limit for the "Species" designation in the Pokédex (like Mouse for Pikachu and Genetic for Mewtwo) but I'm not entirely sure.
Considering moves like Featherdance and stuff, I don't think that Feather Barrage is all that bad.
There's a reason that Featherdance is all one word. Think of ThunderPunch vs. Fire Punch and Ice Punch, too.
 

JOE!

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That's another thing I need to do lol, only have the ht/wt of seapent's line down, as well as like no species names...

:phone:
 

General Heinz

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Updated with a ton of new moves listed, and if you want I could detail out how PTA works if you need the info :)
Could you do that? Kinda sounds interesting. And these are some legit pokes.

Don't know what sort of miracle it would take for Game Freak to actually stop making Fire/Fighting starters. Basically anything other than that is a good start :p
 

JOE!

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12 more mons are posted!

Also, I don't think the name length of Moves/Abilities would matter as much in a primarily DnD setting, so honestly it shouldn't be too big of a priority <.<

Speaking of, PTA time:

[collapse=Basic Run-Down]

Pokemon Tabletop Adventures plays out pretty much like normal Dungeons and Dragons, with the big difference being "with Pokemon". As such, your player character actually has the chance to do more in the game than just Press A and Move, and have their own stats (Constitution [HP and DEF], Strength [ATTK], Intelligence [SPATTK], Wisdom [SPDEF] and Charisma) and abilities (Various Feats).

In combat, characters get a "Trainer Turn" and a "Pokemon Turn". The former being where a Trainer can move around the area, do a feat and/or command their Pokemon, the former being what you expect where a Pokemon can Move about and attack/whatever. In PTA Pokemon and People are also allowed to attack one another (semi) directly, thus the Pokemon stats associated with the DnD stats in order for that to work. When that happens, you ignore the modifiers and just use the stat Directly (doubled in my games due to how they work) with the action.

Speaking of attacking/combat, the mons themselves have a neat system for how they work in the DnD setting. They have the 6 stats we all know and love, but each of them is a tad different. For example, lets look at Berrikeet's base stats:

48 / 40 / 42 / 63 / 63 / 54 in game, becomes: 5 / 4 / 4 / 6 / 6 / 5 in PTA​

Simple enough, their base stat / 10 = PTA stats (at lvl 1). Every Pokemon you get will have this, and in most cases add or subtract them directly from rolls (except for HP and SPEED):
[collapse=Stats]
HP: The formula for HP is "(3*[stat])+[Pokemon's Lvl]+10", with the +10 just being an addition by me from early playtests where Low Lvl combat was playing tag with rocket launchers.

So for Berrikeet, at lvl 1 she should have [(3*5)+1+10] = 26 HP total. Once she hits 0, she is defeated/feints. If she ever ends up at -26 (or anything hits their -max hp for that matter) they have to make a death saving roll, and anything beyond is dead.

Yeah, did I mention Pokemon and People can die in this?


(SP)ATTK: Added directly to an attack (based on which type obviously) after rolling the normal Damage Die.

For example, if Berrikeet were to do Tackle, the player would roll 2d6 for her Tackle damage, and add 4, since her ATTK stat is 4. Optimally, you'd want her to use a special attack which lets her add 6.


(SP)DEF: Subtracted directly from an attack (based on type) before damage is dealt.

For example, say two players were doing Berrikeet Dittos (on FD of course), and Berrikeet A hit Berrikeet B with Tackle for (2d6+4=7+4=11 damage). Berrikeet B would then subtract 4 from the 11 damage she would have taken, and only subtract 7 from her 26 HP.

It is important to note that Type Effectiveness is done AFTER Defenses come into play. So for example if Berri resisted Tackle, she would half the 7 damage (to 4), not the 11, and vice versa with making it 14 if super effective, and so on.


SPEED: Speed is both Initiative (higher speed goes first duh) and an essential Reflex bonus (if you have over 15 speed than another Pokemon, they have to roll 1 higher on their attack roll to hit you). Simple as that.


COMBAT STAGES: Another important aspect, boosted stats are enhanced by 25% per application (max of 250% original value), whereas lowered stats are negated by half of that at 12.5% (max of 25% of original value). So for example, if you were to use an X-ATTACK on Berrikeet, her ATTK stat would go from 4 to 5 (lol), and if she were to be Intimidated, it would go from 4 to ....4 (more lols) due to 3.6 rounding up to 4. Thankfully situations like that rarely arise during lvl 1 combat, and stats can never go below a value of 1.

[/collapse]

Moving along, you are probably wondering how Leveling works. For trainers, it is pretty much at GM discretion: win a badge? You get a level. Document a ton of Pokemon for the Pokedex? You've earned a level. Got a Ribbon? Got a level, and so forth. Every level gained (up to a point) awards a Trainer 1 Stat point and/or feat for them to choose.

Stats are self explanatory, you add it directly to your chosen stat (which, btw goes by either standard DnD rolling of 6 rolls of 4d6, then you distribute them however, or 64 total points with no more that 14, no less than 6 in a stat) which then affects your modifiers. This goes by standard DnD as well in that: 10-11 = +0, 12-13 = +1 (and so on), and anything below 10 is -(how far below 10), so a stat of 6 is automatically -4 to rolls.

Feats are a bit different in that they are either the generic "Trainer" feats anyone can choose, or class based. Speaking of, it may be a good time to list off the available classes:

[collapse=Classes]

ACE TRAINER:

These trainers are such dedicated battlers that they have studied how to maximize battle experience. They can maximize their pokemon’s attacks and find weaknesses in a foe’s pokemon normally immune or resistant to their pokemon’s attacks. They teach their pokemon as much as they learn from each of their pokemon’s
battles. Each battle is filled with passion and each pokemon trained by an Ace Trainer can realize their full battle potential and be the very best.


BREEDER:

Some trainers realize the value of raising a pokemon from a young age in order to build a better bond with their allies and friends. Breeders emphasize the importance of raising a pokemon from birth, not as a friend, but as their own children. Breeders hatch eggs very quickly and can actually coerce their pokemon to
produce multiple eggs. The most noticeable talent a breeder shows is the fact that their pokemon are
naturally born with more power then the average pokemon. Some even grow more powerful then any other in its species. Their pokemon are born with the courage and strength to pull them through any situation.


CAPTURE SPECIALIST:

The capture specialist is a talented mechanic. They intimately know the technology implemented in any type of Poke Ball and can improve their capture rates with a small bit of tweaking. Even after a wild pokemon breaks out of a poke ball after a failed attempt at capture, a Capture Specialist can quickly rebuild a poke ball with very little effort or expense. A Capture Specialist’s natural and one true calling is finding every wild and adding them to his or her collection. The mastery of poke ball knowledge makes it easier for a Capture
Specialist to catch them all.


COORDINATOR:

Some trainers may battle against other trainers in a competition of appearance rather then strength. As
shallow as some may view this practice, only a truly talented Coordinator can make an ugly Feebas win a competition of beauty. Coordinators know the natural advantages of appearance and can some times
convince a judge to award them victory before they’ve even entered a competition. This isn’t any different in a battle; just viewing a well-trained pokemon owned by a coordinator may intimidate some pokemon.
Coordinators value the importance of monetary gain and use their pokemon to ensure a constant cash flow through contests. They can’t be denied their Ribbons.


MARTIAL ARTIST:

Some trainers physically exceed some pokemon in hand-to-hand combat. Their mastery of the Martial Artist is unparalleled by the untrained, random attempts of assault performed by any other trainer. They can take out other trainers with little effort, and their pokemon benefit from their exploits as well. The Martial Artist has a natural affinity for the Fighting, Steel, Rock and Ground types of pokemon and can better train them to use their attack to their full potential.


MYSTIC:

The Mystic connects with Pokemon and nature at a primal level that most don’t understand. They
are able to enter a trance to channel Pokemon and see through their eyes, forging such a fundamental
connection that they are able to manifest some of their Pokemon’s abilities. These natural talents tend to guide Mystics towards religious and spiritual occupations or those that deal with the lore of ancient and
Legendary Pokemon.


PSYCHIC:

Not every human in the Pokemon World is born with equal natural abilities. Psychics are born with
supernatural powers. Psychics have a natural affinity for the Dark, Ghost and Psychic type pokemon. They can telekinetically move objects and telepathically enter the minds of others. They can emphatically figure out exactly what their pokemon need, telepathically negotiate with people or enter the minds of pokemon to communicate with the wild itself.


RANGER:

Unlike your average denizen in the world, who tends to the capture and battling of pokemon, Rangers are an elite, trained force of authority who take on the responsibility of maintaining balance and peace. A ranger’s duty is to protect and befriend both human and pokemon alike.


RESEARCHER:

While most trainers aim to be the best, Researchers aim to know the most. While they lack the physical advantage other trainers might, they have studied for many years prior to the beginning of their journey and have retained a vast amount of knowledge relating to most pokemon all over the world. They know many things relating to a pokemon’s natural moveset, their habitat, and even the location of several pokemon – just by name. A powerful trainer can help a pokemon find the power that’s inside; a Researcher knows the power that’s inside before he or she even captures a pokemon.

[/collapse]
There are also advanced classes based on the main ones, but this is just a basic run-down.

As for leveling your Pokemon, there are two methods: The Book's, and my Homebrew/Alternate Method. These both relate to how the stats and STAB work however, and not directly on experience.

EXP is awarded after your Pokemon defeats another, and each pokemon has their own EXP value for Wild, Trainer and Gym experience rates. Every level has a set goal EXP to reach for them, so unlike in the games different Pokemon don't have different EXP growth.

Beyond that, everything is essentially the same in regards to learning moves and leveling up, except for a few key changes. The first being that Trade Evolutions now have a Level requirement as an alternate method of evolution (they still need items however if required, for example Scyther when holding a Metal Coat at lvl 30 can evolve into Scizor without being traded). The second and more drastic is that at level 40, your Pokemon can gain a second ability from their ability pool (you get to choose your starter's ability from the get-go, wilds/etc are always randomized), and eventually you can even unlock their hidden ability, allowing for 3 at once!
This of course makes Bronzong a god among Monsters, but at least pokemon like Archeops have rules stating they HAVE to have their hindering ability.

Quick note, Natures in this can be selected by the player for their chosen starter, and are randomized by the GM for other pokemon (just like with abilities). Natures simply work by +/- 2 points from the base stats of the Pokemon. So if Berrikeet had say, a Modest Nature, her ATTK/SPATTK stats would go from 4 and 6, to 2 and 8. The only time this does not apply is with Base stats where the negation would make it go to 0 or lower, which means either it is only +/- 1, or simply not allowed. Oh, and there are HP natures :awesome:

Now, lets look at the Stats and STAB:
[collapse=Book Method]
Simply enough, every level your Pokemon gets 1 point it must put into a stat, with the one rule being that it must maintain Base Relation. What this means is that the highest base stat must stay the Highest as you level up, and the lowest stay the Lowest. Using Berrikeet, her stats spread out like this:

SPATTK/DEF (6) > HP/SPEED (5) > ATTK/DEF (4)

This means that the Special Stats must always be higher than HP/Speed, and Physical Stats must always be lower than HP/Speed, but within their ranges they can be equal or higher than the other (you don't have to keep HP and Speed the same, for example)

This of course changes with a Nature, so with Modest Berrikeet the spread looks like this:

SPATTL (8) > SPDEF (6) > HP/SPEED (5) > DEF (4) > ATTK (2)

Same deal as above, but now SpAtk must ALWAYS be highest, and Atk ALWAYS lowest.

This method is more free-form, but at the same time can be frustrating as your Pokemon doesn't really change too much when they level, and can still be threatened by lvl 1's when they're lvl 7, since they may share the same stats in areas.

Also, every 5 levels STAB increases by 1: 1-5 = +1 damage, 6-10 = +2, etc

[collapse=Alternate Method/JOE's Homebrew]
The Alternate method is much more complex than the Book's, but at the same time is not only closer to the actual games, but offers a better sense of progression as your Pokemon levels up as multiple stats are increased upon level up.

Like with the Book's method, the Player can choose how certain Stats grow with trained Points, every 5 levels. Every 5 levels your Pokemon gets 3 additional points to put toward stats with a max of 2 in any one at a time, and still must follow base relation. It is much harder to break BR with this method though, so it's not much of an issue.

As for how the stats grow, it is based on both level and the base stat itself:
[collapse=Le Chart]


The left is the ending digit of the level, stating at 2 and ending at (1)0 and (1)1. The top shows the base stat and at what level it gains a new point. Ranging from a stat of 1 where you it only grows by 1 every level that ends in 6, to 10 where it grows every level, and beyond where it can grow by 2 or even 3 at certain levels!


Berrikeet in this version will level up as such at level 2:

5 / 4 / 4 / 6 / 6 / 5 -> 5 / 4 / 4 / 7 / 7 / 5

5 / 2 / 4 / 8 / 6 / 5 -> 5 / 3 / 4 / 8 / 7 / 5 (modest)


If this is too hard to keep track of, the formula "((Level/10)+1)*BaseStat" will do essentially the same thing.
[/collapse]

This way, stats already grow according to base relation, with higher stats growing faster, and vice versa automatically. The only real con to it is that it is much more complex than the Book's method.

STAB in this version is doubled, with 1-5 = +2, 6-10 = +4, etc
[/collapse][/collapse]

Beyond that are the Capabilities for each Pokemon, which are a PTA specific property. They come in a variety of flavors, such as Overland (how many spaces they can move in 1 turn), Sky (See Overland, but while Flying), Strength (the higher the value, the more they can move), etc. There are also specific Capabilities such as Tracker (this Pokemon can track things through the environment), Aura (they can see the Aurrraaaa....), Gilled (breathe underwater), and the like. Some capabilities can even be granted via learning a new move, such as Terra-forming (the ability to reshape terrain around the user) if the Pokemon learns Earthquake or Earth Power.

For a much detailed run-down however, I've provided a DL link to the books (in PDF Format) :awesome:

Download Link for the Books (last updated Dec 6th, 2011)

[/collapse]

If you got any other questions, just ask away!
 

JOE!

Smash Hero
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added another poke, and I have a bit of a request if anyone would be willing:

think anyone could help with color / in general with things like learnpools whatever? :D
 

JOE!

Smash Hero
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Ok, so I've started the campaign and it's a big success, however... the only roadbloack is that it takes a moment for me to whip out some of the mons since not all of them have movepools yet...

think anyone would be willing to help me out there? :)
 

UltiMario

Out of Obscurity
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Maryland
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UltiMario
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I could do some movepools here and there, I am the movepool guy after all.

Just don't expect me to do them constantly/consistently/ever. I might. No promises.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
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Dedham, MA
Ultra bump, gonna be revamping this thread soonish...

Also, as it so happens I have room for 2 new pokes after reworking some things, any ideas? :p
 
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