Seren's Section

Where in all of your character write ups will go.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Wurmple
PL 2 (26 points)
Size Rank -4; Mass Rank -2; Speed Rank 0 (30')

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

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

Skills: Close Combat: Tackle +1 (1 rank), Intimidation -5 (0 ranks), Stealth +7 (0 ranks), (+1 rank)

Powers-
1', 7.9 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)

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

String Shot {Enhanced Agility 2} (4p)

Attack Array [7 point array; Extra: Alternate Effect] (8p)
BP: Poison Sting {Str-based Damage 3 [Poison-type; Extra: Accurate, Linked (Poisoned), Ranged; Flaw: Limited 1 (vs. Fighting, Poison, Bug, Grass, Fairy-types only)] (6p) + Affliction 1 [Fort-based Poisoned (vulnerable / defenseless); Extra: Ranged; Flaw: Reduced Degree] (1p)} (7p)
(Damage: PL 2 attack; +1 to hit, DC 17 / 18)
AP: Tackle {Str-based Damage 2 [Normal-type]} (2p)
(PL 2; +1 to hit, DC 17)

Cost-
Abilities: -28 + Defenses: -2 + Skills: 1 + Advantages: 0 + Powers: 55 = 26 points


With its venomous barbs and frequent fighting style, Wurmple has frequently been compared to the the Kantonian Weedle. In truth, it shares more in common with Caterpie, including a tankier build and more intimate fighting style. Theories have been raised that suggest that the three are related, though whether Wurmple is a successful hybrid or a shared ancestor is a point hotly debated among researchers.

As with many, Wurmple have been found to naturally develop as people have continued studying the species and not just the line:
  • 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 1 point to add to the Attack array)
    The free skill rank above is intended for this move.

Wurmple breeders have used techniques developed by other Bug breeders to attempt a more successful competitive evolution. Unlike many others, this is widely considered to be a lateral move when evolved at best. These have replaced Ability: Shield Dust with Ability: Run Away (reducing cost by 8 points, to 18 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 Tue Mar 28, 2023 12:35 am, edited 1 time in total.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Azurill
PL 1 (22 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30')

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

Defenses: Initiative -3, Dodge -1, Parry -2, Toughness +2, Fortitude +1, Will -1

Skills: Intimidation -5 (0 ranks), Stealth +7 (0 ranks)

Powers-
8", 4.4 lbs {Shrinking 10 [Extra: Normal Strength 5, Innate; Flaw: Permanent]} (26p)
Normal-type {[Immunity 5 (Ghost Damage effects); Extra: Innate]} (6p)
Fairy-type {[Immunity 5 (Dragon Damage effects)] (5p) + Immunity 15 (Bug, Dark, Fighting Damage effects; Flaw: Half effect)] (8p) + Extra: Innate} (14p)
High Health {Protection 1; Extra: Innate} (2p)

Ability: Thick Fat {Immunity 10 [Ice, Fire-type Damage; Flaw: Half effect]} (5p)

Splash {Enhanced Trait 2 [Flawed Strength: Unreliable; Flaw: Permanent]} (-2p)
Tail Whip {Enhanced Fighting 1} (2p)
Charm {Enhanced Stamina 2} (4p)

Attack Array [7 point array; Extra: Accurate, Alternate Effect] (9p)
BP: Water Gun {Int-based Damage 4 [Water-type; Extra: Accurate, Ranged; Flaw: Limited 2 (only vs. Fire, Ground, Rock)] (7p)
(PL 1; +1 to hit, DC 14/16)
AP: Helping Hand {Variable 2 [10p; Extra: Affects Others only; Flaw: Instant Duration (-2), Limited (Enhanced Damage only), Limited (no more than half ranks)] (6p)

Cost-
Abilities: -38 + Defenses: -6 + Skills: 0 + Advantages: 0 + Powers: 66 = 22 points


An uncommon sight, and incredibly docile, Azurill are most often encountered near large bodies of water. Reports suggest that while their danger level is accurate, Azurill have shown themselves capable of opposing notably stronger threats. This seems to be due to extra fats in their tail allowing the Azurill to survive otherwise fatal weather conditions.

Azurill have been shown to further develop their natural moves into more capable attacks:
  • Bubble Beam {Int-based Damage 6 [Water-type; Extra: Accurate, Ranged, Linked to Hindered Affliction; Flaw: Limited 3 (only vs. fire, ground, or rock-types)] (10p) + Affliction 1 [Will-based Hindered; Extra: Ranged; Flaw: Limited Degree 2] (1p)} (11p)
    (This is a PL 2 attack, costing 5 points to add to the attack array and increasing the total appropriately.)
  • Slam {Str-based Damage 6 [Normal-type] (6p)[/i]
    (This is a PL 2 attack, costing 1 point to add to the attack array.)
    This requires an additional point for a rank of Close Combat. If Bounce was learned first, the extra rank may be used instead.
  • Bounce {Str-based Damage 8 [Flying-type; Extra: Reach, Linked to Paralysis Affliction; Flaw: Limited (after leaping), Limited 4 (Only vs. Bug, Fighting, Grass-types)] (6p) + Affliction 1 [Paralysis (Hindered / - / Paralyzed); Extra: Reach; Flaw: Limited Degree] (2p) + Leaping 8 [1,800’ standing jump over 2 rounds; Flaw: Full Power, Limited (vertical only)] (3p)} (10p)
    (This is a PL 3 attack, costing 4 points to add to the attack array and increasing the total appropriately.)
    This requires an additional point for a rank of Close Combat. If Slam was learned first, the extra rank may be used instead.

While Azurill tend to be able to draw from a rich source of nutrients, some have significantly heightened muscular development. These require the same amount of nutrients to maintain their musculature, trading Ability: Thick Fat for Ability: Huge Power (for 3 fewer points, totaling 19). Of these, work has been done by breeders to refine the transfer of energy, to mixed results. These Azurill lack the solid musculature, instead becoming able to convert the energy produced by Grass moves into a sudden burst of energy in the muscles beyond what the others are capable of. These replace Ability: Thick Fat for Ability: Sap Sipper (for 13 more points, totaling 35 points):
  • Ability: Huge Power {Enhanced Strength 2; Flaw: Unreliable} (2p)
    If Splash is removed, also remove Unreliable for +2 points
    If Bounce or Slam is learned, Azurill's Power Level is +1.
  • Ability: Sap Sipper {Immunity 10 [Grass-type effects] (10p) + Enhanced Fighting 4 [Extra: Reaction (attacked by Grass-type move, +1); Flaw: Limited (one rank per use)] (8p)} (18p)
    If Bounce or Slam is learned, Azurill's Power Level is +2.
Last edited by Seren on Wed Mar 29, 2023 11:07 pm, edited 1 time in total.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Cosmog
PL 1 (17 points)
Size Rank -4; Mass Rank -7; Speed Rank -1 (15')

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

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

Skills: Intimidation -6 (0 ranks), Stealth +9 (0 ranks)

Powers-
8", 0.2 lbs {Shrinking 10 [Extra: Normal Strength 1, Innate; Flaw: Permanent]} (24p)
Psychic-type {Immunity 10 (Fighting, Psychic Damage effects; Extra: Innate; Flaw: Half effect)] (6p)
High Health {Protection 2; Extra: Innate} (3p)

Ability: Unaware {Nullify 1 [Counter Enhanced Traits; Extra: Broad, Effortless, Reaction (attack by or against you), Simultaneous, Perception Range; Flaw: Only traits affecting the triggering attack (-1)]} (7p)

Splash {Enhanced Trait 3 [Flawed Strength: Unreliable; Flaw: Permanent]} (-3p)

Teleport {Teleport 8 [60' / 230mi range, 200 lbs carry; Extra: Accurate, Extended 7, Feature (if summoned, can be unsummoned as free action), Increased Mass 2; Flaw: Increased Action (standard), Limited to Extended 7, Limited to Pokemon Centers 7]} (5p)

Cost-
Abilities: -20 + Defenses: -5 + Skills: 0 + Advantages: 0 + Powers: 42 = 17 points


Research on Cosmog has been incredibly limited, at best, as there seems to be a single member of the species. What testing has been explored, however, suggests that the public at large overlooks Cosmog - except in that it is a new Pokemon. With the number and variety that exist, many people are not particularly surprised by the sight of a new species and Cosmog does not present itself as a threat to be cautious of.
While some care should be maintained due to its later stages, Cosmog itself seems to be even more pacified than it seems. There seems to be no evidence of injury caused by, or aggression from, Cosmog. Whether that is due to the specific member studied or a physiological inability to recognize threats is a question that requires further research.
Last edited by Seren on Wed Mar 29, 2023 5:03 pm, edited 2 times in total.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Ralts
PL 5 (89 points)
Size Rank -3; Mass Rank -1; Speed Rank 0 (30')

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

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

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

Powers-
1' 4", 14.6 lbs {Shrinking 7 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (19p)
Psychic-type {Immunity 10 (Fighting, Psychic Damage effects; Extra: Innate; Flaw: Half effect)} (6p)
Fairy-type {Immunity 5 [Dragon Damage effects] (5p) + Immunity 15 [Bug, Dark, Fighting Damage effects; Flaw: Half effect] (8p) + Extra: Innate} (14p)

Ability: Synchronize {Mimic 5 (25p pool); Extra: Reaction (affected by an affliction); Flaw: Limited (affliction only), Limited (must target attacker only)]} (40p)

Growl {Enhanced Stamina 1} (2p)
Charm {Enhanced Stamina 2} (4p)
Calm Mind {Enhanced Intellect 1, Enhanced Awareness 1} (4p)
Double Team {Enhanced Dodge 1, Parry 1} (2p)

Attack Array [13 point array; Extra: Accurate, Alternate Effect 7] (21p)
BP: Disarming Voice {Int-based Damage 5 [Fairy-type; Extra: Perception Ranged; Flaw: Limited 2 (only vs. Dark, Dragon, or Fighting-type)]} (13p)
(PL 5; DC 18 / 20)
AP: Confusion {Int-based Damage 5 [Psychic-type; Extra: Ranged, Linked to Confusion Affliction; Flaw: Limited 2 (only vs. Fighting or Poison-type)] (8p) + Affliction 1 [Will-based Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)] (1p)} (9p)
(PL 3; +1 to hit, DC 18 / 20 Damage + DC 11 Affliction)
AP: Hypnosis {Affliction 2 [Psychic-type Sleep (dazed / - / asleep); Extra: Alternate Resistance (initial Dodge, recovery Will), Increased Duration (continuous, +3), Ranged; Flaw: Instant Recovery, Limited Degree, Unreliable Duration (only checks on maintenance; -1pp2r)]} (5p)
(PL 2; +1 to hit, DC 12)
AP: Draining Kiss {Int-based Damage 5 [Fairy-type; Flaw: Limited 2 (only vs. Dark, Dragon, or Fighting-type)] (4p) + Healing 2 [Extra: Reaction (failed Toughness save from Draining Kiss); Flaw: Self only, Quirk (limited degrees of success to Damage's degrees)] (7p)} (11p)
(PL 2; +1 to hit, DC 16 / 18)
AP: Psybeam {Int-based Damage 7 [Psychic-type; Extra: Ranged, Linked to Confusion Affliction; Flaw: Limited 3 (only vs. Fighting or Poison-type)] (11p) + Affliction 1 [Will-based Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)] (1p)} (12p)
(PL 4; +1 to hit, DC 19 / 22)
AP: Teleport {Teleport 8 [60' / 230mi range, 200 lbs carry; Extra: Extended 7, Feature (if summoned, can be unsummoned as free action), Increased Mass 2; Flaw: Increased action (standard), Limited to Extended 7, Limited to Pokemon Centers 7]} (12p)
AP: Life Dew {Healing 3 [Water-type; Extra: Area (30' burst), Selective]} (12p)
AP: Heal Pulse {Healing 3 [Psychic-type; Extra: Perception Range]} (12p)

Cost-
Abilities: -18 + Defenses: -6 + Skills: 1 + Advantages: 0 + Powers: 112 = 89 points


Build Note: The last two in this tier of Pokemon were a bit rough to build. Ralts wasn't too back, but having Disarming Voice as a level 1 move pushed it up to PL 5 by itself. Removing attacks are enough to lower its Power Level - Without Disarming Voice, Ralts is PL 4; remove Psybeam for PL 3; Confusion for PL 2.
I also realized a couple mistakes in earlier builds, so part of the delay was resolving those. Mostly it's minor or 'have to see in practice' mistakes. A couple builds have changed point costs, though not by much.


Difficult to find in most regions, people are often surprised by warnings near areas Ralts are found. While they are some of the most empathetic, the adorable and child-like appearance of Ralts belies their relatively devastating potential when angered or frightened. Although care should be taken due to the frailty of its earlier forms, Ralts is often considered an appropriate choice for new Trainers.

As Ralts trains, it becomes able to develop more potent psychic techniques:
  • Psychic {Int-based Damage 10 [Psychic-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 4 (only vs. Fighting or Poison-type)] (16p) + Affliction 1 [Will-based Vulnerable / Defenseless; Extra: Cumulative, Ranged; Flaw: Limited Degree, Limited (conditions only apply vs. Int-based Damage)] (1p)} (17p)
    (This is a PL 6 attack)
  • Dream Eater {Int-based Damage 12 [Psychic-type; Extra: Ranged; Flaw: Limited (sleeping target only), Limited 5 (only vs. Fighting or Poison-type)] (10p) + Healing 1 [Extra: Reaction (failed Toughness save from Dream Eater); Flaw: Self only, Quirk (degrees of success limited to Damage's degrees)] (3p)} (13p)
    (This is a PL 7 attack)
  • Future Sight {Int-based Damage 15 [Psychic-type; Extra: Homing 2, Ranged; Flaw: Quirk 2 (automatically misses twice), Limited 6 (only vs. Fighting or Psychic-type)]} (24p)
    (This is a PL 8 attack)

While many Ralts have developed telepathy that allows them to duplicate conditions from their body to an opponent, others have turned that telepathy around allowing them to duplicate the abilities of many other Pokemon. These replace Ability: Synchronize with Ability: Trace (increasing cost by 6, to a 95 point total). The popularity of team battles among certain groups has led to some Ralts being bred to more deeply read the minds of their allies in order to avoid otherwise devastating attacks. These variations replace Ability: Synchronize for Ability: Telepathy (for the same cost).
  • Ability: Trace {Variable 9 [45p pool of Opponent's Ability; Extra: Triggered (pool set on facing a Pokemon); Flaw: Limited (one opponent), Limited (up to opponent's total bonus)]} (46p)
  • Ability: Telepathy {Immunity 80 [Toughness effects; Flaw: Limited (caused by allies)]} (40p)
Last edited by Seren on Wed Mar 29, 2023 5:05 pm, edited 1 time in total.
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OwOMotaros
Posts: 592
Joined: Thu Aug 13, 2020 3:20 am

Re: Seren's Section

Post by OwOMotaros »

Seren wrote: Sun Mar 26, 2023 10:43 pm Ralts
PL 5 (89 points)
Size Rank -3; Mass Rank -1; Speed Rank 0 (30')

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

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

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

Powers-
1' 4", 14.6 lbs {Shrinking 7 [Extra: Normal Strength 4, Innate; Flaw: Permanent]} (19p)
Psychic-type {Immunity 10 (Fighting, Psychic Damage effects; Extra: Innate; Flaw: Half effect)} (6p)
Fairy-type {Immunity 5 [Dragon Damage effects] (5p) + Immunity 15 [Bug, Dark, Fighting Damage effects; Flaw: Half effect] (8p) + Extra: Innate} (14p)

Ability: Synchronize {Mimic 5 (25p pool); Extra: Reaction (affected by an affliction); Flaw: Limited (affliction only), Limited (must target attacker only)]} (40p)

Growl {Enhanced Stamina 1} (2p)
Charm {Enhanced Stamina 2} (4p)
Calm Mind {Enhanced Intellect 1, Enhanced Awareness 1} (4p)
Double Team {Enhanced Dodge 1, Parry 1} (2p)

Attack Array [13 point array; Extra: Accurate, Alternate Effect 7] (21p)
BP: Disarming Voice {Int-based Damage 5 [Fairy-type; Extra: Perception Ranged; Flaw: Limited 2 (only vs. Dark, Dragon, or Fighting-type)]} (13p)
(PL 5; DC 18 / 20)
AP: Confusion {Int-based Damage 5 [Psychic-type; Extra: Ranged, Linked to Confusion Affliction; Flaw: Limited 2 (only vs. Fighting or Poison-type)] (8p) + Affliction 1 [Will-based Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)] (1p)} (9p)
(PL 3; +1 to hit, DC 18 / 20 Damage + DC 11 Affliction)
AP: Hypnosis {Affliction 2 [Psychic-type Sleep (dazed / - / asleep); Extra: Alternate Resistance (initial Dodge, recovery Will), Increased Duration (continuous, +3), Ranged; Flaw: Instant Recovery, Limited Degree, Unreliable Duration (only checks on maintenance; -1pp2r)]} (5p)
(PL 2; +1 to hit, DC 12)
AP: Draining Kiss {Int-based Damage 5 [Fairy-type; Flaw: Limited 2 (only vs. Dark, Dragon, or Fighting-type)] (4p) + Healing 2 [Extra: Reaction (failed Toughness save from Draining Kiss); Flaw: Self only, Quirk (limited degrees of success to Damage's degrees)] (7p)} (11p)
(PL 2; +1 to hit, DC 16 / 18)
AP: Psybeam {Int-based Damage 7 [Psychic-type; Extra: Ranged, Linked to Confusion Affliction; Flaw: Limited 3 (only vs. Fighting or Poison-type)] (11p) + Affliction 1 [Will-based Confusion (- / compelled / controlled); Extra: Ranged; Flaw: Limited Degree, Unreliable Control 2 (1 in 3 chance)] (1p)} (12p)
(PL 4; +1 to hit, DC 19 / 22)
AP: Teleport {Teleport 8 [60' / 230mi range, 200 lbs carry; Extra: Extended 7, Feature (can swap if summoned), Increased Mass 2; Flaw: Limited to Extended 7, Limited to Pokemon Centers 7]} (12p)
AP: Life Dew {Healing 3 [Water-type; Extra: Area (30' burst), Selective]} (12p)
AP: Heal Pulse {Healing 3 [Psychic-type; Extra: Perception Range]} (12p)

Cost-
Abilities: -18 + Defenses: -6 + Skills: 1 + Advantages: 0 + Powers: 112 = 89 points


Build Note: The last two in this tier of Pokemon were a bit rough to build. Ralts wasn't too back, but having Disarming Voice as a level 1 move pushed it up to PL 5 by itself. Removing attacks are enough to lower its Power Level - Without Disarming Voice, Ralts is PL 4; remove Psybeam for PL 3; Confusion for PL 2.
I also realized a couple mistakes in earlier builds, so part of the delay was resolving those. Mostly it's minor or 'have to see in practice' mistakes. A couple builds have changed point costs, though not by much.


Difficult to find in most regions, people are often surprised by warnings near areas Ralts are found. While they are some of the most empathetic, the adorable and child-like appearance of Ralts belies their relatively devastating potential when angered or frightened. Although care should be taken due to the frailty of its earlier forms, Ralts is often considered an appropriate choice for new Trainers.

As Ralts trains, it becomes able to develop more potent psychic techniques:
  • Psychic {Int-based Damage 10 [Psychic-type; Extra: Ranged, Linked to Affliction; Flaw: Limited 4 (only vs. Fighting or Poison-type)] (16p) + Affliction 1 [Will-based Vulnerable / Defenseless; Extra: Cumulative, Ranged; Flaw: Limited Degree, Limited (conditions only apply vs. Int-based Damage)] (1p)} (17p)
    (This is a PL 6 attack)
  • Dream Eater {Int-based Damage 12 [Psychic-type; Extra: Ranged; Flaw: Limited (sleeping target only), Limited 5 (only vs. Fighting or Poison-type)] (10p) + Healing 1 [Extra: Reaction (failed Toughness save from Dream Eater); Flaw: Self only, Quirk (degrees of success limited to Damage's degrees)] (3p)} (13p)
    (This is a PL 7 attack)
  • Future Sight {Int-based Damage 15 [Psychic-type; Extra: Homing 2, Ranged; Flaw: Quirk 2 (automatically misses twice), Limited 6 (only vs. Fighting or Psychic-type)]} (24p)
    (This is a PL 8 attack)

While many Ralts have developed telepathy that allows them to duplicate conditions from their body to an opponent, others have turned that telepathy around allowing them to duplicate the abilities of many other Pokemon. These replace Ability: Synchronize with Ability: Trace (increasing cost by 6, to a 95 point total). The popularity of team battles among certain groups has led to some Ralts being bred to more deeply read the minds of their allies in order to avoid otherwise devastating attacks. These variations replace Ability: Synchronize for Ability: Telepathy (for the same cost).
  • Ability: Trace {Variable 9 [45p pool of Opponent's Ability; Extra: Triggered (pool set on facing a Pokemon); Flaw: Limited (one opponent), Limited (up to opponent's total bonus)]} (46p)
  • Ability: Telepathy {Immunity 80 [Toughness effects; Flaw: Limited (caused by allies)]} (40p)
ah, the start of one of the most...infamous evolution lines of all time. I love me a good Psychic-Type, and the Gardevoir line specifically. Nice work on emulating Synchronize, btw.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Sunkern
PL 2 (50 points)
Size Rank -4; Mass Rank -3; Speed Rank 0 (30') [2 (120') in intense heat]

Abilities: Strength -1 [0 in heat], Stamina -2, Agility -2 [1 in heat], Dexterity -2 [1 in heat], Fighting -2, Intellect -1 [0 in heat], Awareness -2, Presence -2

Defenses: Initiative -2 [1 in heat], Dodge +1, Parry +1, Toughness +1, Fortitude +0, Will +0

Skills: Close Combat: Tackle +1 (1 rank) Intimidation -5 (0 ranks), Stealth +7 (0 ranks), (+1 rank)

Powers-
1', 4 lbs {Shrinking 8 [Extra: Normal Strength 3, Innate; Flaw: Permanent]} (20p)
Grass-type {Immunity 10 [Spore/Powder effects] (10p) + Immunity 20 [Electric, Grass, Ground, Water Damage effects; Flaw: Half effect] (10p) + Extra: Innate} (21p)
High Health {Protection 3; Extra: Innate} (4p)

Ability: Chlorophyll {Enhanced Agility 3 [Flaw: Permanent, Quirk (only in intense heat), Reduced Dodge 3] (2p) + Enhanced Dexterity 3 [Flaw: Permanent, Quirk (only in intense heat)] (5p) + Speed 2 [Flaw: Permanent, Quirk (only in intense heat)] (1p)} (8p)

Growth {Enhanced Abilities [Strength 2, Intellect 2; Flaw: Quirk (half effect unless in intense heat)]} (7p)

Sunny Day {Environment 1 [Intense heat (30’ radius); Extra: Linked to Enhanced Damage, Permanent] (1p) + Enhanced Damage 2 [Extra: Area (30’ burst, affects self, +2); Flaw: Limited (fire-type only), Reduced Damage (water-type only, -1pp2r), Permanent] (3p); Flaw: Activation (standard)} (2p)

Attack Array [12 point array; Extra: Alternate Effect 2] (14p)
BP: Absorb {Int-based Damage 3 [Grass-type; Extra: Ranged; Flaw: Limited 1 (only vs. Ground, Rock, or Water-types)] (5p) + Healing 2 [Extra: Reaction (failed Toughness save from Absorb); Flaw: Self only, Quirk (limited success degrees to Damage’s degrees)] (7p)} (12p)
(PL 2 attack; -2 or +1 to hit, DC 16-17 / 17-18)
AP: Tackle {Str-based Damage 2 [Normal-type; Extra: Accurate]} (3p)
(PL 2 attack; +1 to hit, DC 16-17)
AP: Synthesis {Healing 14 [Flaw: Self only, Quirk 5 (not in rain, sandstorm, hail, or fog), Quirk 4 (only in intense heat)] (12p)

Cost-
Abilities: -30 + Defenses: 3 + Skills: 1 + Advantages: 0 + Powers: 76 = 50 points


Build Notes: Sunkern is one of the most variable builds depending on options thus far. It has multiple abilities that impact PL in different ways, both of which are dependent on the environment. In general, this version (with Chlorophyll) is -1 PL without the sun - but since it can just create the intense heat of the sun (and doesn't have moves enhanced by it).
For a cheaper variant, remove Sunny Day. Sunkern drops by 2 points, plus an additional 4 if you keep Ability: Chlorophyll (as the Only in intense heat quirk becomes an actual Limited flaw). You can also add Solar Beam at half cost for the same reason.
The Absorb / Drain moves can have healing ranks changed at a cost of 4 points per rank, but I wanted to set a number to emphasize the difference between the moves.


Generally considered a positive sign in gardens, Sunkern tend to passively absorb light and nutrients from their surroundings. In some instances, however, Sunkern seem to take on specific gardens as their territory. These attract solar energy to create a longer growing season than the region would normally allow for many plants and the Sunkern shields this area from a number of weaker Bug Pokemon. When operating in this way, Sunkern exhibit significantly increased capabilities.
This protection is potentially dangerous to both the garden and the Sunkern itself, however, as the area does run drier and become more prone to burnings, so there are some who take special care to ensure that Sunkern do not settle nearby.

Given enough energy, a Sunkern can develop a number of additional abilities, many improving on their existing ones:
  • Mega Drain {Int-based Damage 5 [Grass-type; Extra: Ranged; Flaw: Limited 2 (only vs. Ground, Rock, or Water-type)] (8p) + Healing 3 [Extra: Reaction (failed Toughness save from Mega Drain); Flaw: Self only, Quirk (limited success degrees to Damage’s degrees)] (11p)} (19p)
    (This is a PL 3 attack)
  • Razor Leaf {Str-based Damage 7 [Grass-type; Extra: Ranged, Improved Critical, Area (60’ cone); Flaw: Limited 3 (only vs. Ground, Rock, or Water-type)]} (19p)
    (This is a PL 4 attack)
  • Double-Edge {Str-based Damage 6 [Normal-type; Extra: Accurate; Flaw: Side-effect (Damage 3, always; -1)]} (4p)
    (This is a PL 4 attack)
    (The free skill rank above is intended for this move)
  • Giga Drain {Int-based Damage 10 [Grass-type; Extra: Ranged; Flaw: Limited (only vs. Ground, Rock, or Water-types)] (16p) + Healing 5 [Extra: Reaction (failed Toughness save from Absorb); Flaw: Self only, Quirk (limited success degrees to Damage’s degrees)] (19p)} (35p)
    (This is a PL 6 attack)
  • Seed Bomb {Str-based Damage 10 [Grass-type; Extra: Ranged; Flaw: Limited 4 (only vs. Ground, Rock, or Water-types)]} (16p)
    (This is a PL 6 attack)
  • Worry Seed {Affliction 12 [Grass-type Transformed Affliction; Extra: Alternate Resistance (Dodge), Linked to Apply Ability: Insomnia, Ranged; Flaw: Limited Degree 2, Limited to removing ability] (4p) + Apply Ability: Insomnia [Enhanced Immunity 1 (need for sleep); Extra: Attack, Ranged] (2p)} (6p)
    (This is a PL 7 attack)
  • Solar Beam {Int-based Damage 15 [Grass-type; Extra: Ranged; Flaw: Quirk (requires 2 actions or intense heat), Limited 6 (only vs. Ground, Rock, or Water-type), Quirk (half ranks, round up, in rain, hail, fog, or sandstorm)]} (22p)
    (This is a PL 8 attack)
  • Sunkern are capable of learning Endeavor, but I still haven't worked out the equivalent to a move that sets HP to yours.

Although there are different varieties of Sunkern, the main ones both focus on absorbing solar energy to enhance themselves. While the main type becomes more active, others are capable of enhancing their mental capabilities to channel that energy aggressively at the cost of burning out their bodies. These replace Ability: Chlorophyll for Ability: Solar Power (reducing cost by 7 points, to a 41 point total). Others have become somewhat tougher at the cost of the ability to enhance themselves with energy, becoming able to shake off drowsiness easier. These replace Ability: Chlorophyll with Ability: Early Bird.
  • Ability: Solar Power {Enhanced Intellect 2 [Flaw: Quirk (intense heat only), Side Effect (Damage 1, each turn; -1)]} (1p)
    As with Chlorophyll, if unable to create intense heat, this Quirk becomes a flaw. This does not affect this ability's cost.
    If you take this, remove Accurate from Tackle and Double-Edge (if known), and apply it to the Attack Array (+1 cost), then add the Ranged Attack Advantage (+1 cost). This increases Absorb to PL 3, Mega Drain to PL 4, and Solar Beam to PL 9, due to increasing the DC of Int-based attacks, and reduces Seed Bomb to PL 5.
  • Ability: Early Bird {Nullify 1 [Counter sleep affliction effects; Extra: Broad, Effortless, Reduced Action (free, +2), Simultaneous; Flaw: On self only (-2), Limited (sleep only, -3), Unreliable (50% chance)]} (1p)
    If you take this, remove Accurate from Tackle and Double-Edge (if known), and apply it to the Attack Array (+1 cost), then add the Ranged Attack Advantage (+1 cost). This reduces Giga Drain and Seed Bomb's PL to 5.

Early Bird is a tough one, but I started from Shed Skin. Broad is kept to allow for any reason for being asleep, while the limited is roughly 1/4 (actually about 1/5) of the volatile conditions that -1 limited allows). Honestly, it could be cheaper as the Grass-type's immunity to Powder/Spore effects covers a significant amount of Sleep-producing effects. A Dark/Grass covers all but the most edge cases among Pokemon (there's Rest).

Thus ends the weakest category of Pokemon.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Pikachu
PL 6 (99p)
Size Rank -3; Mass Rank 1; Speed Rank 1 (60')

Abilities: Strength -2, Stamina 0, Agility 1, Dexterity 4, Fighting 6, Intellect 2, Awareness 3, Presence 5

Defenses: Initiative +1, Dodge +8, Parry +9, Toughness +1 (+3 w/Shield), Fortitude +4, Will +7

Skills: Acrobatics +5 (4 ranks), Deception +10 (5 ranks), Intimidation +2 (0 ranks), Stealth +9 (1 rank)

Advantages: Animal Empathy, Evasion, Grabbing Finesse, Redirect

Powers-
1' 4" {Shrinking 7 [Extra: Innate; Flaw: Permanent]} (15p)
Speed 1 [8 mph; Extra: Innate; Flaw: Permanent] (2p)

Extra Tough {Protection 1 [Flaw: Permanent]} (1p)
Shield {Protection 2 [Flaw: Concentration]} (1p)

Quick Attack {Teleport 1 [60'; Extra: Accurate, Change Direction, Turnabout; Flaw: Limited (must cross the distance)]} (4p)

Electrical Powers {14p Array; Extra: Alternate Effect} (15p)
BP: Lightning Ball {Damage 6; Extra: Area (8' burst; 1pp3r)} (8p)
+ Thunder Wave {Affliction 6 [Fort-based, Dazed/Stunned/Paralyzed]} (6p)
AP: Lightning Bolt {Damage 6 [Extra: Ranged, Indirect 2]} (14p)


Cost-
Abilities: 40 + Defenses: 12 + Skills: 5 + Advantages: 4 + Powers: 38 = 99 points

When absorbed, Pikachu grants:
Pikachu-Kirby: Thundershock {Damage 5 [Extra: Area (8' burst; +1pp3r), Indirect 2, Reach]} (10p)


Build Notes: After a little life break and working on getting notes for future builds easier to make and transfer here, wanted to come back with related build with a different design goal. In this case, drawing from the original Super Smash Brothers. It's somewhat older, so I don't remember the original ideas but I'm going for PL 6, with the original 8 each having a stat from -1 to 6 (and not repeating).
I had something worked out for speed, but on returning I couldn't figure out my prior math so changed it to be based on in-game speed. Turns out, they're incredibly fast, so I ended up reducing everyone by 2 ranks of Speed. Most characters still have a rank of Speed after doing so (one of the original 8 gets 2 ranks).
The major deviation I made was going with the best canon size I could find for each brawler. Pikachu's easy enough for this, but others were a bit harder. Some had a couple that kept coming up, so I did my best to find an 'official' source. If you want to be more accurate, you can mostly remove the size power (needing some adjustments to return to PL) and add the 2 Speed ranks back.


Pikachu ends up physically the weakest, despite being the cagiest brawler. For this level, the Electric Mouse is a nightmare to touch - only one is as difficult to shoot - but the most likely to be taken out if you can. This means that only one has a stronger force of personality - the only one that can compete in this field with Pokemon.
With the electrical attacks and ability to turn opponents against one another, Pikachu is best when getting multiple opponent's attention with Lightning Ball, tricking them into attacking each other; using Thunder Wave to maintain the action advantage, and Lightning Bolt plus either Quick Attack or an above average Stealth to snipe at opponents that refuse to get in range to be paralyzed.
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Kirby
PL 6 (94p)
Size Rank -4; Mass Rank 0; Speed Rank 1 (60')

Abilities: Strength -2, Stamina 6, Agility 3, Dexterity -1, Fighting 5, Intellect 1, Awareness 4, Presence 2

Defenses: Initiative +3, Dodge +5, Parry +5, Toughness +7, Fortitude +7, Will +5

Skills: Acrobatics +9 (6 ranks), Athletics +2 (2 ranks), Intimidation -3 (0 ranks), Perception +5 (1 rank), Stealth +14 (1 rank)

Advantages: Agile Feint, Second Chance (falling)

Powers-
0' 8" {Shrinking 10 [Flaw: Reduced Dodge 4, Reduced Parry 4, Quirk (always fully on)]} (11p)
AP: Air Bladder {Flight 4 [500'/round, 30mph; Extra: Subtle 2]} (10p)
Speed 2 [8 mph; Extra: Innate; Flaw: Permanent] (3p)

Extra Tough {Protection 1 [Flaw: Permanent]} (1p)

Inhale {Move Object 8 [Extra: Reach 2; Flaw: Close, Concentration, Limited Direction (toward Kirby, -2)]} (4p)
Foe-Kirby {Variable 2 [10p pool of foe's powers; Flaw: Limited (target last affected by Inhale), Limited (single setting per foe)]} (10p)

Final Cutter {Damage 5 [Extra: Accurate, Area (15' line)]} (12p)
AP: Rapid Punch {Str-based Damage 6 [Extra: Multiattack]} (12p)
AP: Rock Form {Damage 7 [Extra: Penetrating, Feature 3 (increased mass, to 400 lbs), Improved Critical; Flaw: Limited (distance fallen, minimum 1)]} (12p)


Cost-
Abilities: 40 + Defenses: 3 + Skills: 5 + Advantages: 2 + Powers: 44 = 94 points


Build Notes: Obviously the cost of Variable is arguable. I think both are reasonably at least a -1 point per rank limit (but also don't want the power to be cheaper than 5 for 5). Because of this 'single setting per foe', I thought it made more sense to list this setting with the other character rather than here. That said, I did my best to have each power have different advantages to Kirby while also being close to a power that the original had.
This ties into Kirby's very low Dexterity vs. Fighting - ranged attacks from Foe-Kirby tend to become melee attacks with reach, saving points while making them more accurate at the cost of generally reducing the longest range. Another reason for this choice is Kirby's easy flight - only specific fights will involve a Kirby able to attack from more than two moves away.

Kirby's strong points are his resilience and fighting speed - as such, his Stamina is so high, he's the only brawler unable to Shield. Thanks to his speed, however, he's almost got balanced defenses and they are less conditional than anyone else on the battlefield.
Kirby's strength is equivalent to Pikachu's, though this is taking into account the fact that Kirby is half of Pikachu's size.

Ultimately, there are two big methods of combat for Kirby. A very straightforward brawler - Kirby has little in the way of defensive options, so doesn't get much advantage to keeping away from his opponent. This lets Kirby choose to go between Flight and Rock Form for damage, or Final Cutter and Agile Feint as a move action for accuracy.
The next level, then, is being able to adapt to whatever power Foe-Kirby gives - making use of an ability that the opponent has a better version of (thus is more likely to be of use against multiple opponents).
Seren
Posts: 35
Joined: Thu Nov 17, 2016 3:11 am

Re: Seren's Section

Post by Seren »

Donkey Kong
PL 6 (89p)
Size Rank -2; Mass Rank 2; Speed Rank 1 (60')

Abilities: Strength 8, Stamina 7, Agility 2, Dexterity 0, Fighting 4, Intellect -1, Awareness 1, Presence 3

Defenses: Initiative +2, Dodge +2, Parry +3, Toughness +7 (+9 w/Shield), Fortitude +9, Will +3

Skills: Acrobatics +5 (3 ranks), Athletics +15 (7 ranks), Intimidation +10 (6 ranks), Stealth +0 (0 ranks)

Advantages: Animal Empathy, Chokehold, Improved Aim, Improved Grab, Improved Hold, Power Attack, Prone Fighting, Startle, Ultimate Aim

Powers-
8' 11" upright {Growth 2 [Extra: Innate; Flaw: Permanent]} (5p)
Speed 1 [8 mph; Extra: Innate; Flaw: Permanent] (2p)

Shield {Protection 2 [Flaw: Concentration]} (1p)

Hand Slap {Fort-based Affliction 6 [Vulnerable & Hindered / Defenseless & Immobile; Extra: Area (8' burst; +1pp3r), Concentration, Extra Condition, Linked; Flaw: Limited Degree] (14p) + Move Object 6 [Extra: Area (8' burst, +1pp3r), Damaging; Flaw: Close, Concentration, Limited Direction (up only, -2)] (4p)} (18p)
AP: Donkey Lariat (16p)
  • Enhanced Strength Extras (as separate sustained powers) [Area 6 (8' cloud, +1pp2r), Multiattack 8, Reach 2, Split 1] (14p)
  • Flight 1 [30'/round; Extra: Subtle; Flaw: Wings] (2p)
Cost-
Abilities: 40 + Defenses: 5 + Skills: 8 + Advantages: 9 + Powers: 27 = 89 points

When absorbed, Donkey Kong grants:
DK-Kirby: Wind-up Punch {Damage 7; Extra: Improved Aim, Power Attack, Reach] (10p)


Build Notes:
I'm actually surprised how much I want to reference Pikachu in a Donkey Kong build. In physical skills, they are the inverse, and these are the two original brawler who are most heavily defensively shifted. Being second only to Kirby in toughness, giving DK the ability to shield sets him up to caps.
Donkey Kong goes the extra mile here, being at offensive caps before powers are added. Borrowing some ideas from an old build of mine, I gave DK some solid options to help with the fact that he's so damage-shifted.
The default Accurate lets him fight as an even offensive PL 6, but his active defenses are bad enough he's not afraid to All-out Attack (PL 7). Against the more agile opponents, using this with Hand Slap to take out their active defenses ups the effective level, while the Hindered/Immobile conditions allow the next stage of set-up. Combining Improved Aim, Power Attack, and Ultimate Aim, DK gets in one attack against a (likely vulnerable, possibly defenseless) opponent that needs a +21 defense to avoid, and a +11 defense to avoid it being a DC 33 Toughness save. While not a perfect equivalent, that's roughly a PL 14 hit. Against Kirby's Toughness, a natural 20 is a Bruise; only another DK who is shielding can shrug it off and only with a 20.

But that's not the most effective way for DK to fight - using the above to Grab instead of punch keeps up a more consistent version of Hand Slap's conditions (in particular, immoble, but also vulnerable or defenseless). This allows DK to follow-up by aiming and punching or climbing, etc. The standard escape is against an effective +22 Athletics (aka PL 12) check - thanks to Improved Hold and Grab's addition of the Impaired condition. Meanwhile, they may also be making Fortitude saves to avoid suffocation thanks to Chokehold.

I purposely did not give Fast Grab, despite being 1 point off a PC build, as being able to slide directly from the PL 14 punch into a PL 12 grab seemed like too much for this PL 6 build - but Heroic Feats are an option.
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