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[Meta thread] Lord Windos' PokeRole Adventure : Celadon City Vandels
(12-25-2018, 08:02 PM)Dragonstrike Wrote:

Yeah, that sounds about right for the Yatagaryu's lines Base HP values! Thanks for doing the math for me, mate!

Volchick has 0 Disobedience, Voltasu has 2, and Yatagaryu has 3. The line, is however, prone to being impulsive and/or hyperactivity though, which leads to them causing trouble or doing all sorts of stuff regardless of their listed Disobedience. Males in particular are real trouble makers without a steady and firm hand on the reigns, while females tend to be more subdue but discrete with their energetic nature, which leads them into more interesting situations. Reiner knows all this, as Taylor gives him the complete run down 'off camera' some time after he receives his Egg.

Volt Absorb: Turns Electric Moves into HP Recovery Moves (Like Absorb, or Basic Heal for Non Damaging Moves) for them if they have 2 or less (Maybe 3 in some instances) or less Power, and adds Standard Dice to Deal Electric Type Damage upon being hit with any Attack Move having 3 or above power, with the number of CDs scaling up by 1 for each point above 2 (EX: Discharge grants 1D6 Damage chance, Thunder Deals 3D6). If an Electric Attack Move's Damage Dice exceed 6 against a target, however, then HP/Chance Dice that would be recovered/calculated is converted to Extra Damage, but deal 1/2 Damage as Recoil to User (Rounded Up, Min 2) - Damage is treated as Lethal for purposes of HP Recovery/Healing until either they Faint or they remain out of battle for 10 minutes . Outside of battle, this Pokemon can rapidly recover HP/Lethal Damage if they are supplied with a steady stream of Electricity, and can serve as a portable battery of sorts if you want to risk frying your electronics.

Stormbringer: Works like Sandstorm (Deals Damage every other Round), only it factors which types are weak to its Damage instead of a consistent amount. Deals 2 Damage by Default, up to 4 against dual weakness targets, 3 Damage to Steel types (Up to 4 Damage Max), and 0 Damage to Electric, Ground, and Ice types. Grants + 2 Damage Dice to Electric Type Moves, and all Electric type Moves have their drawbacks/reduced Accuracy eliminated. Weather remains until the user wants it gone, leaves the field, or Faints.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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Zeus would make a awesome combination with such amazing ability. That would make Reiner become a even more powerful Dragon Tamer.

Also a quick question Windos: Since Reiner not gonna work anymore with Team Rocket, that means he will not be able to access the Team Rocket PC storage, so he will not be able anymore to change Pokemon teams outside of PCs. How its gonna be done now? Its gonna go now in normal ways or its gonna be like Pokemon Lets Go where we can access the PC any time?

@Dragonstrike, the same question about your future campaigh? Its gonna have the normal ways to manage PCs or Pokemon Lets Go method?
Kogeki currently ability to active in battles: Anticipation.
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(12-25-2018, 08:55 PM)Lord Windos Wrote:

No prob!  Still doesn't solve the Coatlith issue in any of the existing campaigns, but eh.  (tbh, based on the scaling of the sprite for Cameron's Yata compared to Cameron himself and Yata's more serpentine appearance, it looks like Yata could potentially have more than 7 Base HP...but the pokedex data says 7 feet tall, so that's what the book's writer's would go with)

Hmmm...good to know.  Am I going to get to choose Volchik's gender when the egg hatches, or are you going to roll for it/is it predetermined?

So Volt Absorb basically makes all low power Electric moves HP draining/instant Recovery moves, getting hit by any 3+ power move makes your next high power Electric move gain a chance to do additional damage ala Aftermath (the higher power, the more effective), and naturally doing a ridiculous amount of damage to your target (is that 7+ requirement before or after the opponent's Defense is applied, and does it include any bonus damage dealt by Volt Absorb's effect?) just allows you to potentially overkill/overfaint them with guaranteed(?) damage (at the cost of reducing your own HP just as quickly guaranteed and making it hard to heal that off/recharge even though it's not actually Lethal, because electricity loves to conduct through the path of least resistance).  Sounds like a decent interpretation of recharging/discharging batteries.

Huh.  Clever, making Ice immune to Thunderstorm since Ice doesn't conduct electricity very well, and making Steel types take +1 from Thunderstorm because metal conducts electricity.  Interesting that Electric moves have 0 drawbacks when used by a Stormbringer...also interesting that it's a bit more like the book's interpretation of weather summoning abilities instead of the games'...but I guess making things potentially OP is what a Plot Deviced Ability is for, eh?  Just for clarity, though, that's just all the effects of the weather itself rather than effects of the Ability (minus the capability of summoning and dismissing it), yes?  (As in, the weather has to be active and it has to make sense for the weather to be active in order for any of those benefits to apply)
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(12-25-2018, 09:30 PM)Spiritmon Wrote: Zeus would make a awesome combination with such amazing ability. That would make Reiner become a even more powerful Dragon Tamer.

Dragonstrike, the same question about your future campaigh? Its gonna have the normal ways to manage PCs or Pokemon Lets Go method?

Thunderstorm is just great for Electric types in general, particularly since it stacks with Electric Terrain (though if you remember, combining those two effects in this campaign is rather...devastating.  Raijin is probably gonna have a field day if he ever gets a chance to use Electric Terrain in combination with Thunderstorm...)

Test campaign is likely gonna be normal PC management since I'm letting everyone pick out a team of 6 and most of it is going to be focused around a single main area, and it's not gonna be an ultra long test game (probably).  Might still take a little time, though, depending on certain factors, and I might also be open to the idea of the Let's Go style PC management for similar reasons (no guarantees, though).  Main game...well, you'll just have to wait and see, because as I've teased before, it's gonna be...different.
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So, outta curiosity, @Spiritmon, didja manage to catch/suss out that Taylor's last name is Dragonsong and that she's originally from Blackthorn before Reiner kinda made it more obvious in my last post in the game thread?
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Nope. Not even have the slight idea about Taylor last name. But what is so special about the last name of Taylor? Dragonsong seems like to me a person would have in Blackthorn.
Kogeki currently ability to active in battles: Anticipation.
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(12-25-2018, 10:13 PM)Spiritmon Wrote:
Nope. Not even have the slight idea about Taylor last name. But what is so special about the last name of Taylor? Dragonsong seems like to me a person would have in Blackthorn.

Well, you see...

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Oh, I see. But everytime I read that "Dragonsong" I imagined someone singing a lullbaby to a dragon.
Kogeki currently ability to active in battles: Anticipation.
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(12-25-2018, 09:42 PM)Dragonstrike Wrote:

Yatagaryu doesn't have Snake HP, as they are more avian like than draconic serpent, but I would say they would get a 25% discount on HP surprises due to said body type being similar enough to a Snake's/Serpent's to allow for it.

I'll be rolling for the Gender using a online 1D100, with the 18 or lower on that Roll being Female, and the rest male. Lower/High the number, the more special the newborn will turn out. 

Yes, but standard Healing Rules for Basic Healing Moves apply for Electric Non-Attacking Moves (The Healing Portion of them under VA, anyway). Total Number of Damage Dice has to exceed 6 after Defense of foe is subtracted from the total, it does not include either the Aftermath like Damage Dice of More Powerful Moves, and the Move itself has to deal more than 6 Damage by itself in order to trigger Overload. The Overload is meant to be both rare power up and as a way to prevent ridiculous amounts of HP Healing and/or Aftermath being an instant KO if the foe dares attacks the a VA user still juices up, instead of waiting for it to go away (Which the charge does after VA Pokemon user another Move, or a Round Passes without the charge going off) or getting clever. If you deliberate want to go for Overloading, though, then load up any VA Pokemon with a Magnet or Life Orb and watch them short everything out (Including themselves!).

I have an eye for detail, and I want to take any chance I have to make Ice types suck less Defensively/balance out Steel type's great Defenses more! All Effect are given by the Weather itself; the only thing Weather Abilities do, strictly speaking, is instantly set up Weather whenever the User wants to, for however long they want to. All Pokemon are able to be affected by the summoned Weather, and not just the Ability holder itself. Weather can be summoned under any condition, regardless of whether it makes logical sense, in accordance to 'Game Mechanical Convenience and/or Fun Trumps Realism), but its effects are weakened if the conditions are not 'right' or 'open' for 'natural Weather' (They're effects are halved).

As an aside and general advice, if they're anything you take away from my campaign, its that any rulings for Moves, Items, Mechanics, and/or Pokemon should err more towards a player's enjoyment and for their conveniance, rather than simply trying to make things realistic. That, and the Corebook is not the end all or be all of rulings, and you shouldn't be uninclined to use rulings/adapt mechanics from the Games or create them up on the fly. Its a bit more wild to do it that way, and keeping up with all the details can be a hassle, but I say that's its ultimately worth all that trouble if it means that a player has more fun with what they have, and are not unduly nor unreasonably restricted in their stuff's usage. After all, what's the point of having something you can't really use well, or can use in only certain situations and is therefore useless the vast majority of the time? If you have have to balance something out by nerfing or restricting it, though, be upfront about it before a player commits time and resources into getting said Move/ability to utlize a Mechanic/Item. That's all I have to say about that!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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(12-25-2018, 11:01 PM)Lord Windos Wrote: Yatagaryu doesn't have Snake HP, as they are more avian like than draconic serpent, but I would say they would get a 25% discount on HP surprises due to said body type being similar enough to a Snake's/Serpent's to allow for it.

I'll be rolling for the Gender using a online 1D100, with the 18 or lower on that Roll being Female, and the rest male. Lower/High the number, the more special the newborn will turn out. 

Yes, but standard Healing Rules for Basic Healing Moves apply for Electric Non-Attacking Moves (The Healing Portion of them under VA, anyway). Total Number of Damage Dice has to exceed 6 after Defense of foe is subtracted from the total, it does not include either the Aftermath like Damage Dice of More Powerful Moves, and the Move itself has to deal more than 6 Damage by itself in order to trigger Overload. The Overload is meant to be both rare power up and as a way to prevent ridiculous amounts of HP Healing and/or Aftermath being an instant KO if the foe dares attacks the a VA user still juices up, instead of waiting for it to go away (Which the charge does after VA Pokemon user another Move, or a Round Passes without the charge going off) or getting clever. If you deliberate want to go for Overloading, though, then load up any VA Pokemon with a Magnet or Life Orb and watch them short everything out (Including themselves!).

Gotcha, and noted for future reference!

Ho hum...that's quite skewed, given that the species normally has a 1:1 gender ratio...though I guess there are other factors in the breeding that Taylor and Reiner probably aren't aware of because it all happened in secret, so I guess that can make some sense regardless.

So you can only use the Basic Heal from VA 3 times per encounter.  Got it.

Hmmm...so does Overloading by doing 7+ damage include bonus dice from Weather, Terrain, type effectiveness, crits, the buff from using Charge, etc. as well as hold items and STAB?  And to be clear, does the VA charge goes away as soon as the user uses any damaging Electric move, any 3+ Power Electric move, or just any (Electric) move in general?
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