Seren's Section

Where in all of your character write ups will go.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Arceus
PL 19 (303 points)
Size Rank -1; Mass Rank 4; Speed Rank 0 (30')

Abilities: Strength 7, Stamina 8, Agility 7, Dexterity 7, Fighting 7, Intellect 7, Awareness 8, Presence 7

Defenses: Initiative +7, Dodge +18, Parry +18, Toughness +19, Fortitude +10, Will +10

Skills: Intimidation +8 (0 ranks), Stealth +5 (0 ranks)

Powers-
10' 6", 705.5 lbs {Growth 2 [Extra: Innate; Flaw: Permanent]} (5p)
High Health {Protection 11 [Extra: Innate; Flaw: Permanent]} (12p)

Ability: Multitype {32 point array; Extra: Alternate Power 2, Dynamic Power 3, Innate; Flaw: Quirk (can only duplicate single typings), Quirk (requires specific plate to change from Normal-type)} (35p)
DBP: Immunity 27 (Ground-type effects, Normal, FIghting, Dragon-type Damage effects, sandstorm, frozen) + Immunity 10 (Grass, Ice-type Damage effects; Flaw: Half effect)
DAP: Immunity 21 (Spore/Powder effects, Poison, Ghost-type Damage effects, poison) + Immunity 10 (Dark, Fairy-type Damage effects; Flaw: Half effect)
DAP: Immunity 12 (Electric, Psychic-type Damage effects, paralysis, burn) + Immunity 30 (Flying, Rock, Bug, Steel, Fire, Water-type Damage effects; Flaw: Half effect)

Cosmic Power {Enhanced Stamina 1 + Enhanced Awareness 1} (4p)

Gravity {Move Object 19 [Psychic-type; Extra: Area (30' burst), Continuous, Linked to Nullify Immunity, Subtle; Flaw: Close, Limited Direction (down only, -2), Limited (grab only), Quirk (affects self)] (10p) + Nullify Immunity 10 [Ground-type effects; Area (30' burst), Affects Others, Affects Innate 2; Flaw: Quirk (affects self)] (31p)} (41p)

Attack Array {22 point Array; Extra: Accurate 6, Alternate Power 5} (33p)
BP: Hyper Voice {Int-based Damage 6 [Normal-type; Extra: Accurate 2, 30’ burst area, Ranged; Flaw: Limited 2 (must be Normal-type)]} (22p)
(PL 18; +23 to hit, DC 26 / 28)
AP: Extreme Speed {Str-based Damage 6 [Normal-type; Extra: Accurate 2, Reduced Action (free, +2); Flaw: Quirk (can’t use another Damage effect this turn), Limited 2 (must be Normal-type)]} (17p) + Hyper Beam {Int-based Damage 10 [Normal-type; Extra: Ranged; Flaw: Side-effect (becomes Stunned & Immobile for 1 round, always; -2), Limited 3 (must be Normal-type)]} (5p)
(ES: PL 18; +23 to hit, DC 26 / 28)
(HB: PL 18; +19 to hit, DC 29 / 32)
AP: Seismic Toss {Damage 15 [Fighting-type; Extra: Accurate 2]} (17p)
(PL 19; +23 to hit; DC 30)
AP: Perish Song {Will-saved Affliction 18 [Incapacitated (3rd degree); Extra: Perception Area (auditory), Progressive; Flaw: Limited Degree 2, Limited (affects self), Quirk (may only apply one degree at a time)]} (17p)
AP: Healing Wish {Healing 16 [Extra: Linked to Nullify Status Conditions; Flaw: Side-effect (becomes incapacitated, always; -2)] (8p) + Nullify Status Conditions 14 [Extra: Simultaneous; Flaw: Close Range] (14p)} (22p)
As moves are added, this increases to fill the slot
AP: Recover {Healing 22 [Flaw: Self only]} (22p)
As moves are added, this increases to fill the slot

Cost-
Abilities: 104 + Defenses: 28 + Skills: 0 + Advantages: 0 + Powers: 171 = 303 points


Build note: After making the reference and commenting on the difficulty of Adaptability, particularly for a type-changer, I thought I'd take on the challenge of Arceus. As I was working on it, I even thought I'd have to include moves that I hadn't worked out like I did for Wishiwashi.
I'll admit that Multitype is questionable, but feels reasonable considering the options. Essentially, by taking away the overlap of Immunities by typing, Arceus gets the entire type chart covered by a 31 point dynamic array with two additional slots. The array needs to be this size to allow Arceus to become Steel type.
I briefly considered a Slow Variable that counts the (only existing single typings) as a limit and specific plate as a quirk, which actually ends up 1 point cheaper.
Gravity also is a little iffy, having Affects Innate - though I'm using Affects Insubstantial as a base, considering that a Ghost's insubstantial nature is explicitly called out as an Innate effect.
For ease of reference (and my own use for future pokemon), the typings that Arceus can take on are:
  • Normal-type {Immunity 5 (Ghost-type Damage effects)} (5p)
  • Bug-type {Immunity 15 (Fighting, Ground, Grass-type Damage effects; Flaw: Half effect)} (8p)
  • Dark-type {Immunity 5 (Psychic-type Damage effects) + Immunity 10 (Ghost, Dark-type Damage effects; Flaw: Half effect)} (10p)
  • Dragon-type {Immunity 20 (Fire, Water, Grass, Electric-type Damage effects; Flaw: Half effect)} (10p)
  • Electric-type {Immunity 1 (Paralysis) + Immunity 15 (Flying, Steel, Electric-type Damage effects; Flaw: Half effect)} (9p)
  • Fairy-type {Immunity 5 (Dragon-type Damage effects) + Immunity 15 (Fighting, Bug, Dark-type Damage effects; Flaw: Half effect)} (13p)
  • Fighting-type {Immunity 15 (Rock, Bug, Dark-type Damage effects; Flaw: Half effect)} (8p)
  • Fire-type {Immunity 1 (burn) + Immunity 30 (Bug, Steel, Fire, Grass, Ice, Fairy-type Damage effects; Flaw: Half effect)} (16p)
  • Flying-type {Immunity 10 (Ground-type effects) + Immunity 15 (Fighting, Bug, Grass-type Damage effects; Flaw: Half effect)} (18p)
  • Ghost-type {Immunity 10 (Normal, Fighting-type Damage effects) + Immunity 10 (Poison, Bug-type Damage effects)} (15p)
  • Grass-type {Immunity 10 (Spore/Powder effects) + Immunity 20 (Ground, Water, Grass, Electric-type Damage effects; Flaw: Half effect)} (20p)
  • Ground-type {Immunity 11 (Electric-type effects, Sandstorm) + Immunity 10 (Poison, Rock-type Damage effects; Flaw: Half effect)} (16p)
  • Ice-type {Immunity 1 (Frozen) + Immunity 5 (Ice-type Damage effects; Flaw: Half effect)} (4p)
  • Poison-type {Immunity 25 (Fighting, Poison, Bug, Grass, Fairy-type Damage effects; Flaw: Half effect)} (13p)
  • Psychic-type {Immunity 10 (Fighting, Psychic-type Damage effects; Flaw: Half effect)} (5p)
  • Rock-type {Immunity 1 (Sandstorm) + Immunity 20 (Normal, Flying, Poison, Fire-type Damage effects; Flaw: Half effect)} (11p)
  • Steel-type {Immunity 7 (Poison Damage effects, poison, sandstorm) + Immunity 50 (Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy Damage effects; Flaw: Half effect)} (32p)
  • Water-type {Immunity 20 (Fire, Ice, Steel, Water Damage effects)} (10p)

The creator of the universe, Arceus is the origin of all other Pokemon. While still capable of creating Legendary Pokemon in specific circumstances, the original Arceus is likely a PL X being. This is the Arceus that interacts with and works with individual trainers. Even in this reduced form, however, only the ancient legends of powerful Legendaries rank higher.

Whether an inability or unwillingness to make use of its more powerful moves, Arceus is capable of performing other attacks as its time working with a trainer progresses:
  • Judgment {Int-based Damage 12 [Normal-type; Extra: Accurate 2, Ranged, Variable Descriptor (same typing as Arceus); Flaw: Limited 5 (only vs. specific types, based on descriptor)]} (22p)
    This is a PL 21 attack, but only requires 1 point to add to the existing array.
    The specific types mentioned are what the attack is super-effective against. See type-chart or other attacks for which ones
    Having access to Judgment allows for the Legend Plate, which changes Multi-type's Quirk (requires specific plate) to Quirk (must use Judgment when changed)
  • Future Sight {Int-based Damage 15 [Psychic-type; Extra: Accurate 2, Homing 2, Ranged; Flaw: Quirk 2 (automatically misses twice), Limited 3 (must be Psychic-type), Limited 6 (only vs. Fighting or Poison-type)]} (23p)
    This is a PL 23 attack, requiring 2 points to add to the Attack array
  • Earth Power {Int-based Damage 10 [Ground-type; Extra: Accurate 2, Ranged, Linked to Affliction; Flaw: Limited 2 (must be Ground-type), Limited 4 (only vs. electric, fire, poison, rock, or steel)] (16p) + Affliction 18 [Will-based Vulnerable / Defenseless; Extra: Accurate 4, Cumulative; Flaw: Limited Degree, Limited (Defenses reduced vs. Int-based Damage)] (13p)} (29p)
    This is a PL 20 attack, requiring 8 points to add to the Attack array
    When added, the default Accurate ranks apply only to the Damage effect of Earth Power

I'm definitely ready for the next set of PL 1 Pokemon...
Last edited by Seren on Thu Mar 16, 2023 2:45 am, edited 1 time in total.
SolarOracle
Posts: 529
Joined: Thu Feb 14, 2019 11:01 am

Re: Seren's Section

Post by SolarOracle »

Man, Arceus was one of my favorite Pokémon growing up, mostly because of how overwhelmingly powerful it was presented as being, and how cool Multitype was as an ability. It's kind of unfortunate how limited its release was back in the day. Hell, I know that it was severely handicapped in the Gen IV Ubers metagame, since it couldn't have it's EVs at a full 252, as it was released in the west as a level 100 via a Heart Gold/Soul Silver event, and thus was limited to up to 100 EVs per stat, with players from back then calling these sets "Farceus Meta". Even then, I know it was very impactful to the meta back then, with it being one of the best Swords Dance/Extreme Speed users in its niche at the Ubers tier, and for its other typings, it being a really good tank and Calm Mind user, able to fit most teams due to Multitype.

I can only imagine the impact a full-on 252 EV Arceus ended up having in the gen V meta and onwards (I never played Ubers, so I wouldn't know), but I know it pretty much defined the Ubers tier, with pretty much every team having one of some typing and having its biggest counter be other Arceuses (Arcei? LOL), having amazing Speed and being able to tank powerful hits due to how ridiculously high its HP was and how effective it was as an Extreme Speed user, shrugging off Draco Meteors and other powerful attacks that were seen as guaranteed kills and being able to last even afterwards due to being able to use Recover. Only real issue it had was passive damage effect, as it generally relied on other Held Items too much to have Leftovers, like Lum Berries or Type-Plates, so entry hazards, status effects, Sandstorms and Leech Seed would hit it pretty hard and force it to waste Recovers early on, stopping its Sweeps.

It's weirdly nostalgic to remember all that, even tho its history about a format I didn't play, LOL. I always had this weird emotional investment on Arceus as a Pokémon and remember feeling a bit betrayed when it was overtaken as having the highest Base Stat Totals in Gen VI as Mega-Mewtwo surpassed it, LOL.

All this to say - Man, pretty cool to see someone undertaking building one while still being fairly faithful to the games, tho JESUS CHRIST, that Power Level! I suppose it makes sense when putting the Pokémon universe to scale and having them be compatible with each other, but I was still taken aback when I saw it, LOL. Great job with the build, enjoying this Pokémon set so far. : )
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OwOMotaros
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Re: Seren's Section

Post by OwOMotaros »

That was neat. Probably now how I'd do it, but its nice to see someone put in the effort to cover all those Type Immunities.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Thanks! Honestly don't have deep knowledge of competitive formats but enjoy seeing the occasional battle and/or analysis, so appreciate the background there. If I do battles, I'd be curious to see if that Extreme Speed / Recover makes it too much with the removal of PP and the ability to do both each round - could see the repeat of Arceus to counter Arceus (I imagine grabbing Ghost to prevent the combo, then Dark to counter the Ghost).

As for the power level, I was considering a range which put it at a PL 12, but that left a giant gap in the 14-19 range. And honestly, with Cosmic Power being Sustained, Arceus ends up slightly weaker than intended - for now, I'm leaving it, but would consider increasing the defense to full PL 19 in order to remain there when stunned. I feel like the power levels are higher than expected, but also when comparing specifics, they mostly feel right.


Definitely appreciate different methods - I'm partly just happy to get something workable to cover everything I was putting in.
And speaking of the Type Immunities: I just realized I left out Steel's immunity to Sandstorm. Whoops.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Snom
PL 3 (39 points)
Size Rank -4; Mass Rank -2; Speed Rank 0 (30')

Abilities: Strength -2, Stamina -1, Agility -3, Dexterity -3, Fighting -2, Intellect 0, Awareness -2, Presence 0

Defenses: Initiative -3, Dodge +0, Parry +1, Toughness +0, Fortitude +1, Will +0

Skills: Intimidation -2 (0 ranks), Stealth +5 (0 ranks)

Powers-
1', 8.4 lbs {Shrinking 8 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (21p)
Ice-type {Immunity 5 [Ice Damage effects; Flaw: Half effect] (3p) + Immunity 1 [Frozen] (1p) + Extra: Innate} (5p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects); Extra: Innate; Flaw: Half effect} (9p)
High Health {Protection 1 [Extra: Innate]} (2p)

Ability: Shield Dust {Immunity 20 [Affliction effects; Flaw: Limited (if linked to damage)]} (10p)

Attack Array {11 point Array; Extra: Accurate 2, Alternate Effect} (14p)
BP: Powder Snow {Int-based Damage 5 [Ice-type; Extra: Ranged, Linked to Freeze; Flaw: Limited 2 (vs. Dragon, Flying, Grass, Ground)]} (8p) + Affliction 1 [Will-based Frozen (hindered / immobile / incapacitated); Extra: Area (30' burst), Ranged] (3p)} (11p)
(Damage: PL 3 attack; +1 to hit, DC 18 / 20)
(Freeze: Dodge DC 11; Will DC 11)
AP: Struggle Bug {Int-based Damage 5 [Bug-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 2 (vs. Dark, Grass, Psychic)]} (8p) + Affliction 1 [Will-based Intellect Impaired / Exhausted; Extra: Ranged; Flaw: Limited Degree] (3p)} (11p)
(Damage: PL 3 attack; +1 to hit, DC 18 / 20)
(Affliction: +1 to hit; Will DC 11)

Cost-
Abilities: -24 + Defenses: 2 + Skills: 0 + Advantages: 0 + Powers: 61 = 39 points


A common enough, if not instantly recognized, sight in frozen areas, few people register Snom as a particular threat. (They are adorable.) Despite that, the potential for injury is not to be ignored, as a lucky Snom can punch significantly above its weight class and are capable of producing lethal effects.
The only redeeming factor in this regard is that they are unable to develop further techniques naturally until they manage to evolve.


A few Snom are known to have frozen their natural protective dust into a more solid scale pattern. These replace Ability: Shield Dust for Ability: Ice Scales, increasing their cost by 17 points (to reach PL 3 and 56 points).
  • Ability: Ice Scales {Immunity 80 [Effects resisted by Toughness; Flaw: Limited (half effect), Limited (Int-based attacks only)]} (27p)
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Blipbug
PL 3 (21 points)
Size Rank -3; Mass Rank -1; Speed Rank 0 (30')

Abilities: Strength -3, Stamina -3, Agility 0, Dexterity 0, Fighting -3, Intellect -2, Awareness 0, Presence -2

Defenses: Initiative +0, Dodge +2, Parry -1, Toughness +0, Fortitude -1, Will +2

Skills: Intimidation -3 (0 ranks), Ranged Combat: Struggle Bug +1 (1 rank), Stealth +7 (0 ranks), (+1 rank)

Powers-
1' 4", 17.6 lbs {Shrinking 7 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (19p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects); Extra: Innate; Flaw: Half effect} (9p)
High Health {Protection 3 [Extra: Innate]} (4p)

Ability: Swarm {Enhanced Struggle Bug 1 [Flaw: Limited (has -3 or worse Toughness penalty)]} (1p)

Attack Array {11 point Array} (11p)
BP: Struggle Bug {Int-based Damage 5 [Bug-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 2 (vs. Dark, Grass, Psychic)]} (8p) + Affliction 1 [Will-based Intellect Impaired / Exhausted; Extra: Ranged; Flaw: Limited Degree] (3p)} (11p)
(Damage: PL 2 attack; +1 to hit, DC 16 / 18)*
(Affliction: +1 to hit; Will DC 11)

Cost-
Abilities: -26 + Defenses: 2 + Skills: 1 + Advantages: 0 + Powers: 44 = 21 points


Build note: Blipbug's Power Level comes with a MAJOR asterisk - the only time it is capable of an effect more powerful than PL 2 is when it it seriously injured and attacking one of the three types weak to Bug-type moves; or if it changes abilities to Compound Eyes, and in either case it wouldn't fully reach attack caps - plus it has even lower defenses.


The weakest of the Bug Pokemon, the fact that Blipbug is more dangerous than it appears is more a statement of how weak it appears than how strong it is. The greatest danger of this larva form is in the difference between varieties. While the most common variety is presented here, others make use of their abilities to put themselves in more favorable circumstances.
As with many of the bugs of this level, Blipbug are not capable of learning more techniques naturally.


Many Blipbug have developed particularly sensitive eyes, allowing them to make use of their potential without being seriously injured, replacing Ability: Swarm with Ability: Compound Eyes, without adjusting their point total. A rare few have developed a very rudimentary form of telepathy at the cost of this additional potential, replacing Ability: Swarm with Ability: Telepathy, costing an additional 39 points and reducing their Power Level to 2.
  • Ability: Compound Eyes {Enhanced Trait 1 [Accurate on Struggle Bug; Flaw: Limited (half effect)]} (1p)
    For Blipbug specifically, spending the bonus skill rank on Ranged Combat: Struggle Bug provides the same effect for a total of -1 point
  • Ability: Telepathy {Immunity 80 [Toughness effects; Flaw: Limited (caused by an ally)]} (40p)
Last edited by Seren on Fri Mar 17, 2023 7:07 pm, edited 1 time in total.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Caterpie
PL 1 (21 points)
Size Rank -4; Mass Rank -2; Speed Rank 0 (30')

Abilities: Strength -2, Stamina -1, Agility 2, Dexterity 0, Fighting -2, Intellect -3, Awareness -3, Presence -3

Defenses: Initiative +2, Dodge +0, Parry +0, Toughness +1, Fortitude +1, Will -1

Skills: Close Combat: Tackle +1 (1 rank), Intimidation -5 (0 ranks), Stealth +10 (0 ranks), (+1 rank)

Powers-
1', 6.4 lbs {Shrinking 8 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (21p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects); Extra: Innate; Flaw: Half effect} (9p)
High Health {Protection 2 [Extra: Innate]} (3p)

String Shot {Enhanced Agility 2} (4p)

Ability: Shield Dust {Immunity 20 [Affliction effects; Flaw: Limited (if linked to damage)]} (10p)

Attack Array {2 point Array; Extra: Accurate} (3p)
BP: Tackle {Str-based Damage 2 [Normal-type]} (2p)
(PL 1; +1 to hit, DC 15)

Cost-
Abilities: -26 + Defenses: -4 + Skills: 1 + Advantages: 0 + Powers: 50 = 21 points


Build note: With the exception of the two moves I have yet to build, Caterpie was the most difficult to build so far. While Arceus has the power, it's ultimately a straightforward build - set stuff up, damage moves with pretty simple secondary effects, and an ability that's just swapping between options.
To build Caterpie, I needed to stat Run Away. As easy as it is to explain in the games, and its uselessness in trainer battles, Run Away is a counter to a counter to a counter. So, to stat it, I need to work out how Pokemon Battles work in M&M and how to describe a wild Pokemon vs. trained; then how to leave that, then how to prevent leaving, then how to prevent being prevented from leaving.


The original simple Bug, Caterpie is considered a safe and popular choice for a child's first Pokemon. In addition to being harmless, they maintain a similar level of power on evolution, allowing for the owner's development and practice in responsibility before it reaches the Butterfree stage. With the society's focus on affordable animal care, the dangers of a popular pet for children to learn are notably minimized.

Thanks to those particularly devoted to raising Caterpie, it has been discovered that they are able to develop a technique that makes use of their speed and increases survival rate when returned to the wild:
  • Bug Bite {Str-based Damage 7 [Bug-type; Extra: Feature (eats opponent's Berry on a hit); Flaw: Limited 3 (only vs. Dark, Grass, or Psychic-type)]} (7p)
    This is a PL 3 attack, costing 6 points to add to the Attack array, and increasing the pool accordingly.
    The free skill rank above is intended for this attack

Breeding for more threatening Butterfree has resulted in a more fragile variety of Caterpie, replacing Ability: Shield Dust with Ability: Run Away (reducing cost by 8 points, to 13). These are not suggested for young children, although it can be a wise choice for those looking to become a Trainer or who frequently travel.
  • Ability: Run Away {Enhanced Traits 4 [Innate on Teleport, Second Chance (Escape action), Hide in Plain Sight (flaw: must have taken Escape action), Lucky (flaw: only on Escape roll), Ultimate Acrobatics (flaw: only on Escape roll); Flaw: Limited (non-summoned only)]} (2p)
Last edited by Seren on Wed Mar 29, 2023 9:32 pm, edited 1 time in total.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Pichu
PL 4 (45 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

Abilities: Strength -1, Stamina 0, Agility 1, Dexterity 1, Fighting 0, Intellect 1, Awareness -1, Presence -1

Defenses: Initiative +1, Dodge +1, Parry +0, Toughness +2, Fortitude +1, Will +0

Skills: Intimidation -3 (0 ranks), Ranged Combat: Thunder Shock +2 (1 rank), Stealth +9 (0 ranks), (+1 rank)

Powers-
1', 4.4 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Electric-type {Immunity 1 (Paralysis) + Immunity 15 (Flying, Steel, Electric-type Damage effects; Flaw: Half effect)} (9p)
High Health {Protection 2 [Extra: Innate]} (3p)

Ability: Static {Affliction 2 [Fort-based Paralysis (Hindered / - / Paralyzed); Extra: Reaction (when melee attacked, +3); Flaw: Limited Degree]} (6p)

Attack Array {9 point Array; Extra: Accurate} (10p)
BP: Nuzzle {Str-based Damage 3 [Electric-type; Extra: Accurate, Linked to Paralysis; Flaw: Limited 1 (only vs. Flying, Water-type)] (5p) + Affliction 3 [Fort-based Paralysis (Hindered / - / Paralyzed); Extra: Accurate; Flaw: Limited Degree] (3p)} (8p)
(Damage: PL 2; +2 to hit, DC 16 / 17)
(Paralysis: PL 3; +2 to hit, DC 13)
BP: Sweet Kiss {Fairy-type Affliction 3 [Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)]} (1p)
(PL 2; +1 to hit; DC 13)
AP: Thunder Shock {Int-based Damage 5 [Electric-type; Extra: Ranged; Flaw: Limited 2 (only vs. Flying, Water-types)] (7p) + Affliction 2 [Will-based Paralysis (Hindered / - / Paralyzed); Extra: Ranged; Flaw: Limited Degree] (2p)} (9p)
(Damage: PL 4; +2 to hit; DC 19 / 21)
(Paralysis: PL 2; +2 to hit; DC 12)

Cost-
Abilities: -10 + Defenses: -6 + Skills: 1 + Advantages: 0 + Powers: 60 = 45 points


Build note: Starting with Thunder Shock and picking up Nuzzle later is an interesting choice for Pichu's stats. I get why for the games, and it will probably be more evident on the evolutions, but at this level, the condition is barely more likely.


Protecting itself with its adorability, the rodent Pichu is a mischievous pest. Likely as a side effect of its evolved form's promotion, Pichu is often treated with less caution than it deserves. This has resulted in an alarming amount of stories of injuries caused by these Pokemon compared to its objective danger level.
Of particular note is the significant amount of electrical energy that a Pichu can produce, making paralysis a much greater risk due to frequency rather than severity.


By selecting for specific charges, breeders have established a variety of Pichu that draws electrical energy inward instead of maintaining a defensive aura, seriously increasing their capabilities. These replace Ability: Static with Ability: Lightning Rod, cost an additional 14 points (59 total), and are regulated carefully.
  • Ability: Lightning Rod {Immunity 10 [Electric-type effects] (10p) + Enhanced Intellect 4 [Extra: Reaction (hit by Electric-type move, +1); Flaw: Limited (one rank per use)] (8p) + Enhanced Advantage 1 [Interpose; Extra: Reliable 3 (at will); Flaw: Limited (electric-type moves), Must use, Protects enemies from allies] (1p) + Speed 2 [120'; Flaw: Limited (only with Interpose)] (1p)} (20p)
    Pichu with Lightning Rod increase their Power Level by 2 (to 6).

An alternate Lightning Rod would be:
Immunity 10 [Electric-type effects; Extra: Affects others only, Area (30' burst); Flaw: Limited (single target attacks only)] (1ppr = 10p)
- With one of, depending what you feel is most appropriate:
- Quirk (teleports to a spot between attacker and target when immunity triggers) (-1p)
- Teleport 2 [120'; Extra: Reaction (Immunity granted to others applies, +2), Accurate; Flaw: Uncontrolled (GM chosen spot between attacker and target)] (4ppr = +8p)
- Flaw: Side Effect [Teleport as above, always] (-2ppr = -6p
plus Immunity 10 [Electric-type effects] (10p) and the Enhanced Intellect (8p) with the reaction being either immunity triggering
Last edited by Seren on Fri Mar 24, 2023 5:34 pm, edited 1 time in total.
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OwOMotaros
Posts: 307
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Re: Seren's Section

Post by OwOMotaros »

Seren wrote: Sat Mar 18, 2023 12:25 am Pichu
PL 4 (45 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

Abilities: Strength -1, Stamina 0, Agility 1, Dexterity 1, Fighting 0, Intellect 1, Awareness -1, Presence -1

Defenses: Initiative +1, Dodge +1, Parry +0, Toughness +2, Fortitude +1, Will +0

Skills: Intimidation -3 (0 ranks), Ranged Combat: Thunder Shock +2 (1 rank), Stealth +9 (0 ranks), (+1 rank)

Powers-
1', 4.4 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Electric-type {Immunity 1 (Paralysis) + Immunity 15 (Flying, Steel, Electric-type Damage effects; Flaw: Half effect)} (9p)
High Health {Protection 2 [Extra: Innate]} (3p)

Ability: Static {Affliction 2 [Fort-based Paralysis (Hindered / - / Paralyzed); Extra: Reaction (when melee attacked, +3); Flaw: Limited Degree]} (6p)

Attack Array {9 point Array; Extra: Accurate} (10p)
BP: Nuzzle {Str-based Damage 3 [Electric-type; Extra: Accurate, Linked to Paralysis; Flaw: Limited 1 (only vs. Flying, Water-type)] (5p) + Affliction 3 [Fort-based Paralysis (Hindered / - / Paralyzed); Extra: Accurate; Flaw: Limited Degree] (3p)} (8p)
(Damage: PL 2; +2 to hit, DC 16 / 17)
(Paralysis: PL 3; +2 to hit, DC 13)
BP: Sweet Kiss {Fairy-type Affliction [Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)]} (1p)
(PL 2; +1 to hit; DC 13)
AP: Thunder Shock {Int-based Damage 5 [Electric-type; Extra: Ranged; Flaw: Limited 2 (only vs. Flying, Water-types)] (7p) + Affliction 2 [Will-based Paralysis (Hindered / - / Paralyzed); Extra: Ranged; Flaw: Limited Degree] (2p)} (9p)
(Damage: PL 4; +2 to hit; DC 19 / 21)
(Paralysis: PL 2; +2 to hit; DC 12)

Cost-
Abilities: -10 + Defenses: -6 + Skills: 1 + Advantages: 0 + Powers: 60 = 45 points


Build note: Starting with Thunder Shock and picking up Nuzzle later is an interesting choice for Pichu's stats. I get why for the games, and it will probably be more evident on the evolutions, but at this level, the condition is barely more likely.


Protecting itself with its adorability, the rodent Pichu is a mischievous pest. Likely as a side effect of its evolved form's promotion, Pichu is often treated with less caution than it deserves. This has resulted in an alarming amount of stories of injuries caused by these Pokemon compared to its objective danger level.
Of particular note is the significant amount of electrical energy that a Pichu can produce, making paralysis a much greater risk due to frequency rather than severity.


By selecting for specific charges, breeders have established a variety of Pichu that draws electrical energy inward instead of maintaining a defensive aura, seriously increasing their capabilities. These replace Ability: Static with Ability: Lightning Rod, cost an additional 14 points (59 total), and are regulated carefully.
  • Ability: Lightning Rod {Immunity 10 [Electric-type effects] (10p) + Enhanced Intellect 4 [Extra: Reaction (hit by Electric-type move, +1); Flaw: Limited (one rank per use)] (8p) + Enhanced Advantage 1 [Interpose; Extra: Reliable 3 (at will); Flaw: Limited (electric-type moves), Must use, Protects enemies from allies] (1p) + Speed 2 [120'; Flaw: Limited (only with Interpose)] (1p)} (20p)
    Pichu with Lightning Rod increase their Power Level by 2 (to 6).

An alternate Lightning Rod would be:
Immunity 10 [Electric-type effects; Extra: Affects others only, Area (30' burst); Flaw: Limited (single target attacks only)] (1ppr = 10p)
- With one of, depending what you feel is most appropriate:
- Quirk (teleports to a spot between attacker and target when immunity triggers) (-1p)
- Teleport 2 [120'; Extra: Reaction (Immunity granted to others applies, +2), Accurate; Flaw: Uncontrolled (GM chosen spot between attacker and target)] (4ppr = +8p)
- Flaw: Side Effect [Teleport as above, always] (-2ppr = -6p
plus Immunity 10 [Electric-type effects] (10p) and the Enhanced Intellect (8p) with the reaction being either immunity triggering
WOO MY FAVORITE BABY POKEMON! Awesome build.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Weedle
PL 2 (43 points)
Size Rank -4; Mass Rank -2; Speed Rank 0 (30')

Abilities: Strength -1, Stamina -2, Agility 2, Dexterity 0, Fighting -1, Intellect -3, Awareness -3, Presence -3

Defenses: Initiative +2, Dodge +1, Parry +0, Toughness +1, Fortitude +1, Will +0

Skills: Intimidation -5 (0 ranks), Ranged Combat: Poison Sting +1 (1 rank), Stealth +10 (0 ranks), (+1 rank)

Powers-
1', 7.1 lbs {Shrinking 8 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (21p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects; Extra: Innate; Flaw: Half effect)} (9p)
Poison-type {Immunity 1 [poison] (1p) + Immunity 25 [Fighting, Poison, Bug, Grass, Fairy Damage effects; Flaw: Half effect] (13p) + Extra: Innate} (15p)
High Health {Protection 3 [Extra: Innate]} (4p)

Ability: Shield Dust {Immunity 20 [Affliction effects; Flaw: Limited (if linked to damage)]} (10p)

String Shot {Enhanced Agility 2} (4p)

Attack Array [5 point array] (5p)
BP: Poison Sting {Str-based Damage 3 [Poison-type; Extra: Linked (Poisoned), Ranged; Flaw: Inaccurate, Limited 1 (vs. Fighting, Poison, Bug, Grass, Fairy-types only)] (4p) + Affliction 1 [Fort-based Poisoned (vulnerable / defenseless); Extra: Ranged; Flaw: Reduced Degree] (1p)} (5p)
(Damage: PL 2; +1 to hit, DC 16 / 17)
(Poisoned: PL 1; +1 to hit, DC 11)


Cost-
Abilities: -24+ Defenses: -2 + Skills: 1 + Advantages: 0 + Powers: 68 = 43 points


The aggressive counterpart to Caterpie, Weedle are often seen as a garden pest that is more frustrating to deal with than dangerous. Most can be removed with effort, but between the layer of protective powder and their near immunity to poisons, getting rid of a Weedle infestation is a challenge made more difficult by the risk of toxin.
What is only somewhat becoming more common knowledge, however, is that the presence of a Weedle infestation is likely to indicate the nearby presence of the much more dangerous Beedrill.


As with many other Bugs, researchers have discovered that Weedle are capable of developing an additional technique with significant care:
  • Bug Bite {Str-based Damage 7 [Bug-type; Extra: Accurate, Feature (eats opponent's Berry); Flaw: Limited 3 (vs. Dark, Grass, or Psychic-type only)] (8p)
    (This is a PL 4 attack, costing 4 points and increasing the Attack array accordingly)

Using techniques similar to those used for Butterfree, breeders developing a more combat-ready Beedrill have made a more fragile Weedle, replacing Ability: Shield Dust for Ability: Run Away (reducing cost by 8 points, to 35).
  • Ability: Run Away {Enhanced Traits 4 [Innate on Teleport, Second Chance (Escape action), Hide in Plain Sight (flaw: must have taken Escape action), Lucky (flaw: only on Escape roll), Ultimate Acrobatics (flaw: only on Escape roll); Flaw: Limited (non-summoned only)]} (2p)
Last edited by Seren on Sat Mar 18, 2023 11:57 pm, edited 1 time in total.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Kricketot
PL 1 (12 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

Abilities: Strength -2, Stamina 1, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness 0, Presence -2

Defenses: Initiative -2, Dodge +1, Parry +1, Toughness +1, Fortitude +1, Will +0

Skills: Close Combat: Tackle +1 (1 rank), Intimidation -4 (0 ranks), Stealth +6 (0 ranks), (+1 rank)

Powers-
1', 4.9 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects; Extra: Innate; Flaw: Half effect)} (9p)

Ability: Shed Skin {Nullify 1 [Counter burn/freeze/paralysis/poisoned/sleep affliction effects; Extra: Broad, Effortless, Reduced Action (free, +2), Simultaneous; Flaw: On self only (-2), Limited (volatile), Unreliable 2 (1/3 chance)] (1p)

Growl {Enhanced Stamina 1} (2p)

Attack Array [2 point array; Extra: Accurate] (3p)
BP: Tackle {Str-based Damage 2 [Normal-type]} (2p)
(PL 1; +1 to hit, DC 15)


Cost-
Abilities: -22+ Defenses: -2 + Skills: 1 + Advantages: 0 + Powers: 35 = 12 points


Build note: After everything else, this was simple enough that I think I like Kricketot a little more than I did before doing this. Shed Skin feels right, as long as it's understood that it's once per turn - I feel like "all affliction effects" is (at least) worth the Broad extra, but limiting it to 5 types is also restricted enough to be limited.


One of only a few bipedal Bug Pokemon, Kricketot are most known for their ability to molt rapidly and nearly at will. Although capable of causing injury, they are considered one of the least threatening, possibly due to their imbalance when walking.

Given sufficient training, a Kricketot can become more capable of posing a threat, though even then are often overlooked:
The free skill rank above is intended to be used for the first move learned. When the second is learned, increase the cost by 1 and spend 1 skill rank on the appropriate attack skill.
  • Struggle Bug {Int-based Damage 5 [Bug-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 2 (vs. Dark, Grass, Psychic)] (8p) + Affliction 1 [Will-based Intellect Impaired / Exhausted; Extra: Accurate, Ranged; Flaw: Limited Degree] (3p)} (11p)
    (This is a PL 2 attack, costing 10 points and increasing the attack array appropriately)
    (This reduces Bug Bite's cost to add to the Attack Array to 1)
  • Bug Bite {Str-based Damage 7 [Bug-type; Extra: Accurate, Feature (eats opponent's Berry); Flaw: Limited 3 (vs. Dark, Grass, or Psychic-type only)] (8p)
    (This is a PL 3 attack, costing 7 points and increasing the Attack array accordingly)
    (This reduces Struggle Bug's cost to add to the Attack Array to 4)

Kricketot's ability to molt in defense has been developed in captivity, causing the variant breed to be able to slip out more reliably at the cost of exposing itself to the threats making it vulnerable, replacing Ability: Shed Skin for Ability: Run Away, costing 1 additional point (for 13 total):
  • Ability: Run Away {Enhanced Traits 4 [Innate on Teleport, Second Chance (Escape action), Hide in Plain Sight (flaw: must have taken Escape action), Lucky (flaw: only on Escape roll), Ultimate Acrobatics (flaw: only on Escape roll); Flaw: Limited (non-summoned only)]} (2p)
Last edited by Seren on Mon Mar 20, 2023 3:24 am, edited 1 time in total.
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OwOMotaros
Posts: 307
Joined: Thu Aug 13, 2020 3:20 am

Re: Seren's Section

Post by OwOMotaros »

Seren wrote: Sat Mar 18, 2023 11:57 pm Kricketot
PL 1 (12 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

Abilities: Strength -2, Stamina 1, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness 0, Presence -2

Defenses: Initiative -2, Dodge +1, Parry +1, Toughness +1, Fortitude +1, Will +0

Skills: Close Combat: Tackle +1 (1 rank), Intimidation -4 (0 ranks), Stealth +6 (0 ranks), (+1 rank)

Powers-
1', 4.9 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects; Extra: Innate; Flaw: Half effect)} (9p)

Ability: Shed Skin {Nullify 1 [Counter burn/freeze/paralysis/poisoned/sleep affliction effects; Extra: Broad, Effortless, Reduced Action (free, +2), Simultaneous; Flaw: On self only (-2), Limited (volatile), Unreliable 2 (1/3 chance)] (1p)

Growl {Enhanced Stamina 1} (2p)

Attack Array [2 point array; Extra: Accurate] (3p)
BP: Tackle {Str-based Damage 2 [Normal-type]} (2p)
(PL 2; +1 to hit, DC 15)


Cost-
Abilities: -22+ Defenses: -2 + Skills: 1 + Advantages: 0 + Powers: 35 = 12 points


Build note: After everything else, this was simple enough that I think I like Kricketot a little more than I did before doing this. Shed Skin feels right, as long as it's understood that it's once per turn - I feel like "all affliction effects" is (at least) worth the Broad extra, but limiting it to 5 types is also restricted enough to be limited.


One of only a few bipedal Bug Pokemon, Kricketot are most known for their ability to molt rapidly and nearly at will. Although capable of causing injury, they are considered one of the least threatening, possibly due to their imbalance when walking.

Given sufficient training, a Kricketot can become more capable of posing a threat, though even then are often overlooked:
The free skill rank above is intended to be used for the first move learned. When the second is learned, increase the cost by 1 and spend 1 skill rank on the appropriate attack skill.
  • Struggle Bug {Int-based Damage 5 [Bug-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 2 (vs. Dark, Grass, Psychic)] (8p) + Affliction 1 [Will-based Intellect Impaired / Exhausted; Extra: Accurate, Ranged; Flaw: Limited Degree] (3p)} (11p)
    (This is a PL 2 attack, costing 10 points and increasing the attack array appropriately)
    (This reduces Bug Bite's cost to add to the Attack Array to 1)
  • Bug Bite {Str-based Damage 7 [Bug-type; Extra: Accurate, Feature (eats opponent's Berry); Flaw: Limited 3 (vs. Dark, Grass, or Psychic-type only)] (8p)
    (This is a PL 3 attack, costing 7 points and increasing the Attack array accordingly)
    (This reduces Struggle Bug's cost to add to the Attack Array to 4)

Kricketot's ability to molt in defense has been developed in captivity, causing the variant breed to be able to slip out more reliably at the cost of exposing itself to the threats making it vulnerable, replacing Ability: Shed Skin for Ability: Run Away, costing 1 additional point (for 13 total):
  • Ability: Run Away {Enhanced Traits 4 [Innate on Teleport, Second Chance (Escape action), Hide in Plain Sight (flaw: must have taken Escape action), Lucky (flaw: only on Escape roll), Ultimate Acrobatics (flaw: only on Escape roll); Flaw: Limited (non-summoned only)]} (2p)
Y'know, the Kricketot/Kricketune line gets a bad rap, but I love em. Sure, might just be that Gen IV was my first games, but look at the little bastard! They're adorable!

Image
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Scatterbug
PL 1 (26 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

Abilities: Strength -1, Stamina -1, Agility 1, Dexterity -1, Fighting -1, Intellect -2, Awareness -2, Presence -2

Defenses: Initiative +1, Dodge +1, Parry +0, Toughness +0, Fortitude +1, Will +0

Skills: Intimidation -3 (0 ranks), Stealth +9 (0 ranks)

Powers-
1', 5.5 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Bug-type {Immunity 15 (Fighting, Grass, Ground Damage effects; Extra: Innate; Flaw: Half effect)} (9p)
High Health {Protection 1; Extra: Innate} (2p)

Ability: Shield Dust {Immunity 20 [Affliction effects; Flaw: Limited (if linked to damage)]} (10p)

String Shot {Enhanced Agility 2} (4p)

Stun Spore {Affliction 1 [Fort-based Paralysis (Hindered / - / Paralyzed); Extra: Ranged; Flaw: Limited Degree]} (1p)
(PL 1; +1 to hit, DC 11)

Attack Array [2 point array; Extra: Accurate] (4p)
BP: Tackle {Str-based Damage 2 [Normal-type]} (2p)
(PL 1; +1 to hit, DC 16)

Cost-
Abilities: -20+ Defenses: -3 + Skills: 0 + Advantages: 0 + Powers: 49 = 26 points


Build note: If I was building this for anything else, I'd put Stun Spore in the attack array and up it to a PL 2 attack for no change in cost. If Scatterbug didn't get Compound Eyes, I probably would have without the power boost - the problem is that Stun Spore is just accurate enough to avoid getting any more accurate at this low of power level, so the ability as it is makes it stronger than I want.


The main identifier of Scatterbug is the cloud and variety of spores that it is able to produce. While ultimately of little danger to humans, many Scatterbug produce a protective coating similar to many other bugs. However, even those unable to do so are capable of exuding a powder that causes its predator's muscles to seize - usually for a short period of time, allowing the Scatterbug to escape the situation, but an unlucky target may find themselves in a much more dangerous situation.

With training, a Scatterbug's bite becomes more threatening:
  • Bug Bite {Str-based Damage 7 [Bug-type; Extra: Feature (eats opponent's Berry); Flaw: Limited 3 (only vs. Dark, Grass, or Psychic-type)]} (7p)
    (This is a PL 4 attack, costing 6 points to add to the Attack array)

A number of Scatterbug are unable to produce a defensive coating, allowing their eyes to develop more sensitivity, replacing Ability: Shield Dust for Ability: Compound Eyes (reducing costs by 9 points, for a 17 total). A few have been bred to instead overproduce their defensive dust, which provides a soft cover where the Scatterbug decides. These replace Ability: Shield Dust with Ability: Friend Guard (costing an additional 69 points, putting them at 95 points):
  • Ability: Compound Eyes {Enhanced Trait: Accurate (on attack array); Flaw: Limited (half effect)} (1p)
    This ability increases Scatterbug's Power Level to 2.
  • Ability: Friend Guard {Immunity 80 [Toughness effects; Extra: Area (30' burst), Selective; Flaw: 3/4 effect (-2), Quirk (Doesn't affect non-Str/non-Int based Damage)] (79p)

Scatterbug has the weirdest variety in ability power levels in this game. Does it have +1 to hit with specific attacks? Or does everyone get a free degree of success against my Arceus' super-effective Judgment?
(If I did the math right, Friend Guard should make it possible for the PL 1 Scatterbug to take a PL 19 Fire-type Judgment from Arceus and not even be dazed unless it Power Attacks fully)
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

OwOMotaros wrote: Sun Mar 19, 2023 12:59 am Y'know, the Kricketot/Kricketune line gets a bad rap, but I love em. Sure, might just be that Gen IV was my first games, but look at the little bastard! They're adorable!
Don't get me wrong, I didn't dislike them, but the current version makes them so straightforward, it'll be something in their favor for preferences.

Personally, I have a soft spot for underdogs and gimmicks when it comes to Pokemon. Maybe it doesn't work out well, but if I can tell what they were going for, I can't bring myself to dislike one for that.
Seren
Posts: 32
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Farfetch'd (kantonian)
PL 9 (152 points)
Size Rank -3; Mass Rank 0; Speed Rank 0 (30')

Abilities: Strength 4, Stamina 0, Agility 3, Dexterity 1, Fighting 7, Intellect 0, Awareness 1, Presence 0

Defenses: Initiative +3, Dodge +9, Parry +9, Toughness +5, Fortitude +3, Will +4

Skills: Intimidation -1 (0 ranks), Ranged Combat: Air Cutter +8 (1 rank), Stealth +7 (0 ranks), (+1 rank)

Advantages: Close Attack

Powers-
2' 7", 33.1 lbs {Shrinking 4 [Extra: Normal Strength 2, Innate; Flaw: Permanent]} (11p)
Normal-type {Immunity 5 (Ghost-type Damage effects); Extra: Innate} (6p)
Flying-type {Immunity 10 (Ground-type effects) + Immunity 15 (Fighting, Bug, Grass-type Damage effects; Flaw: Half effect); Extra: Innate} (19p)
High Health {Protection 5; Extra: Innate} (6p)

Ability: Keen Eye {Nullify 7 [Counter Enhanced Active Defenses; Extra: Broad, Effortless, Reduced Action (free, +2), Simultaneous, Perception Range; Flaw: Only against your attacks (-1)]} (42p)

Leer [Enhanced Fighting 1] (2p)
Swords Dance [Enhanced Fighting 2] (4p)
Agility [Enhanced Agility 2] (4p)
Sand Attack [Ground-type Enhanced Dodge 1, Parry 1] (2p)

Attack Array [21 point array; Extra: Alternate Effect 3] (24p)
BP: Air Cutter {Int-based Damage 7 [Flying-type; Extra: Accuracy 2, Area (30' burst), Improved Critical, Ranged; Flaw: Limited 3 (only vs. Bug, Fighting, Grass-type)]} (21p)
(PL 8; +8 to hit; DC 19 / 22)
AP: Air Slash {Int-based Damage 10 [Flying-type; Extra: Ranged, Linked to Flinch Affliction; Flaw: Limited 4 (only vs. Bug, Fighting, Grass-type)] (16p) + Affliction 7 [Flinch (dazed / stunned); Extra: Ranged; Flaw: Instant Recovery, Limited Degree] (4p)} (20p)
(PL 9; +8 to hit; DC 21 / 25)
AP: Aerial Ace {Str-based Damage 7 [Flying-type; Extra: Perception Range; Flaw: Tactile Sense only (-1), Limited 3 (only vs. Bug, Fighting, Grass-types)]} (14p)
(PL 7; DC 19 / 22)
Perception Range + Tactile Sense only is essentially intended as "Melee attack with no attack roll"
AP: Other Attacks (16p)
  • Peck {Str-based Damage 5 [Flying-type; Extra: Reach; Flaw: Limited 2 (only vs. Bug, Fighting, Grass-type)]} (5p)
    (PL 9; +8 to hit; DC 22 / 24)
  • Cut {Str-based Damage 4 [Normal-type]} (4p)
    (PL 8; +8 to hit, DC 23)
  • False Swipe {Str-based Damage 3 [Normal-type; Flaw: Quirk (no fourth degree)]} (2p)
    (PL 8; +8 to hit, DC 22)
  • Slash {Str-based Damage 4 [Normal-type; Extra: Improved Critical]} (5p)
    (PL 8; +8 to hit, DC 23)
Cost-
Abilities: 22 + Defenses: 8 + Skills: 1 + Advantages: 1 + Powers: 120 = 152 points


Build note: Fully transparent, If I have a favorite, this would be the one. It actually ended up requiring a skill rank for every single melee attack it learns, so Farfetch'd is the first build that an advantage is needed to build.
I suspect this attack array style will be seen more often as more powerful Pokemon are built - Air Cutter and Air Slash require so many more points than Farfetch'd's other moves that I can combine them into a slot to save costs. Obviously not something strictly necessary, but gets a slightly more accurate idea of power.
I still need to finish up the Galarian breed, but from what I've done, I think there's enough differences that it will be a separate entry, rather than a note here indicating what to change.


An uncommon sight in many regions, particularly in the wild, Farfetch'd are recovering from heavy hunting. Between their rarity and potential danger, Farfetch'd are suspected to be the species with the highest percentage of recorded members. While their skill is considered worth requiring a license and little more, analysis of their techniques suggest that a lucky and well-trained Farfetch'd can compete with members of professional teams.


Farfetch'd are particularly likely to be further trained, allowing them to significantly increase their potential:
Thanks to the significant differences in cost, I'll be leaving out the cost to add to the array and just say how much the move costs. If someone really wants to use it, I might be up for helping figure out the cheapest way to include a move, but otherwise it should be easy enough to do on your own.
  • Leaf Blade {Str-based Damage 8 [Grass-type; Extra: Improved Critical; Flaw: Limited (only vs. Ground, Rock, or Water-types)]} (7p)
    (This is a PL 10 attack)
  • Knock Off {Str-based Damage 10 [Dark-type; Extra: Linked to Move Object; Flaw: Limited 5 (only vs Ghost, Psychic-types), Quirk (loses 2 ranks per 5 if opponent has no item)] (7p) + Move Object 11 [Extra: Improved Disarm; Flaw: Close, Concentration, Disarm only, Unable to maintain] (4p)} (11p)
    (This is a PL 11 attack)
  • Brave Bird {Str-based Damage 15 [Flying-type; Extra: Reach; Flaw: Side-effect (Damage 4/7, always; -1), Limited 6 (only vs. Bug, Fighting, Grass-type)]} (8p)
    This is a PL 14 attack)
    Side effect damage is shown as when normal/super-effective
  • Fury Cutter {Str-based Damage 16 [Bug-type; Flaw: Limited 2 (only vs. Dark, Grass, or Psychic-type), Limited 2 (only if target hit by Fury Cutter last round), Limited 2 (only if Dark, Grass, or Psychic-type target hit by Fury Cutter last round), Limited 4 (only if target hit by Fury Cutter last two rounds), Limited 4 (only if Dark, Grass, or Psychic-type target hit by Fury Cutter last two rounds)]} (8p)
    (This is a PL 14 attack)
    This is one that I had to break down myself. Ultimately, it's a Rank 2 Damage that becomes Rank 4 if it hit last round and Rank 8 if it hit the last two rounds. Against Dark, Grass, and Psychic-types, double the damage rank.

Farfetch'd have been found to have different styles of fighting, each adapting better to specific types of opponents. While the primary type is better at countering evasive techniques, some are less quick but better able to stand in the face of fearsome threats. These replace Ability: Keen Eye with Ability: Inner Focus (reducing the cost by 40 points, to a total of 112). Others have been trained in a more general style, being able to adapt to more styles but having less potential for major swings. These varieties replace Ability: Keen Eye with Ability: Defiant (reducing their cost by 39 points, to a 113 total).
  • Any Farfetch'd that swaps for one of these abilities increases their Power Level by 1. If someone really wanted to, they could add Reduced Trait [Close Attack] to Inner Focus or add Inaccurate to the Attack Array (or all melee attacks within) for Defiant to prevent this.
  • Ability: Inner Focus {Enhanced Fighting 1 [Flaw: Limited (vs. Ability: Intimidate)] (1p) + Immunity 1 [flinch] (1p)} (2p)
  • Ability: Defiant {Enhanced Fighting 2 [Flaw: Quirk (lost if opponent has no Enhanced Trait move)]} (3p)
Last edited by Seren on Fri Mar 24, 2023 5:52 pm, edited 1 time in total.
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