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Xaviers Pokemon Institute

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  • [3e OOC] Xaviers Pokemon Institute

    "Eww, Peter Parker! Get that thing off of me this instant!" Kitty Pryde screeched, as she batted at the Spinarak that had leapt off her friends desk into her hair. Her Misdreavus floated through her face and scared the spider pokemon backwards. Tony Stark chuckled, while his red and gold Voltorb hovered in a jovial pattern as they watched their friends. Reed Richards was not as amused, his Spoink hopping angrily beside his desk. "Guys, stop goofing off! Prof. Banner could be here any minute!"

    This will be a Pokemon/ Marvel Comics crossover Teen Heroes Game.

    Inspired by Mr. Chaos's Harry Potter, Pokemon Master fanfiction, and Hound's wonderful Pokemon Academy game, both of which I have been re-reading lately, I have been wanting to run a Pokemon game. The rules will be mostly the same as those created/compiled by Hound, Manintights, and Whiteprofit, reposted here for clarity.

    Originally posted by Hound
    Game is 3E, but will be slightly modified. I am allowing for drawbacks like in 2E however everything else will still work normally. Human is PL: 4. You get one Pokemon to start off with at PL: 6 Array's may only have 1 alternate power. Pokemon must be "common variety." No Legendary. Uncommon Pokemon, like Eevee will be accepted but judged with a sterner eye than someone who grabs a mankey.

    Your pokemon may only have attacks it can legally learn. Before grabbing attacks,

    Examples for Array:
    I choose a Charmander, an uncommon Pokemon. He has "Flame Thrower" which I take as Blast 7, with Precise, and Accurate 2. As an Alternative I take "Fire Wave" Cone Blast 6. That's it. No 50 ways to use the same power.

    The Pokemon will gain lots of PP's and when they earn 15 they "level up" to the next Power level. You can evolve them any time you up their Power Level, but only basic Pokemon(except Bug pokemon who evolve very fast can be taken at their full form) are allowed to be chosen at the start. PL 10 is pretty much "top tier" and Legendary will be PL 12 or so.
    I am open to, and encourage, suggestions, and criticism

    Originally posted by Manintights
    Pokemon creation guidelines

    Type resistances and costs:
    These are taken from the M&M Ultimate Power book and cross referencing with Bulbapedia.

    If they are Vulnerable, treat the attack as if it were 50% stronger(rounded up) so if you attack with a Damage 6 attack, it is treated as if it were 9.

    The opposite for Resist, so a Level 6 attack is treated as level 3.

    A pokemon's type resistances are purchased in the powers section using Half-Immunity (2pp each). Vulnerabilities are worth 2pp each. And full immunities to an attack type costs 5 points each.

    Please note: Some of the common types may now be incorrect because of the addition of Fairy type. I will be attempting to fix that tonight. Until then, please remember to calculate it into your builds.
    Single Pokemon Types
    Normal: Cost 3 points (Vulnerability: Fighting. Immunity: Ghost)
    Fire: Cost 6 points (Vulnerability: Ground, Rock, Water. Resist: Bug, Fire, Grass, Ice, Steel, Fairy)
    Water: Cost 4 points (Vulnerability: Electric, Grass. Resist: Fire, Ice, Steel, Water)
    Grass: Grants 2 points (Vulnerability: Bug, Fire, Flying, Ice, Poison. Resist: Electric, Grass, Ground, Water)
    Electric: Cost 4 points (Vulnerability: Ground. Resist: Electric, Flying, Steel)
    Psychic: Grants 2 points (Vulnerability: Bug, Dark, Ghost. Resist: Fighting, Psychic)
    Ice: Grants 6 points (Vulnerability: Fighting, Fire, Rock, Steel. Resist: Ice)
    Steel: Cost 23 points (Vulnerability: Fighting, Fire, Ground. Resist: Bug, Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Psychic, Rock, Steel, Fairy. Immunity: Poison)
    Dragon: Cost 2 points (Vulnerability: Dragon, Ice, Fairy. Resist: Electric, Fire, Grass, Water)
    Dark: Cost 3 points (Vulnerability: Bug, Fighting, Fairy. Resist: Dark, Ghost. Immunity: Psychic)
    Fighting: No Cost (Vulnerability: Flying, Psychic, Fairy. Resist: Bug, Dark, Rock)
    Flying: Cost 5 points (Vulnerability: Electric, Ice, Rock. Resist: Bug, Fighting, Grass. Immunity: Ground)
    Poison: Cost 6 points (Vulnerability: Ground, Psychic. Resist: Bug, Fighting, Poison, Grass, Fairy)
    Ground: Cost 3 points (Vulnerability: Ice, Grass, Water. Resist: Poison, Rock. Immunity: Electric)
    Rock: Grants 2 points (Vulnerability: Fighting, Grass, Ground, Steel, Water. Resist: Normal, Fire, Flying, Poison)
    Bug: No Cost (Vulnerability: Fire, Flying, Rock. Resist: Fighting, Grass, Ground)
    Ghost: Cost 10 points (Vulnerability: Dark, Ghost. Resist: Bug, Poison. Immunity: Fighting, Normal)
    Fairy: Cost 7 points(Vulnerability: Poison, Steel. Resist: Fighting, Bug, Dark. Immunity: Dragon)
    Common Combos:
    Grass/Poison Type: No Cost (Vulnerability: Fire, Flying, Ice, Psychic. Resist: Fighting, Grass, Electric, Water)
    Normal/Flying Type: Cost 8 points (Vulnerability: Rock, Electric, Ice. Resist: Bug, Grass. Immunity: Ground, Ghost)
    Rock/Water Type: Cost 2 points (Vulnerability: Fighting, Ground, Grass, Electric. Resist: Normal, Flying, Poison, Fire, Ice.)
    Water/Ground Type: Cost 11 points (Vulnerability: Grass. Resist: Poison, Rock, Steel, Fire. Immunity: Electric)
    Water/Flying Type: Cost 11 points (Vulnerability: Rock, Electric. Resist: Fighting, Bug, Steel, Water, Fire. Immunity: Ground)
    Bug/Flying Type: Cost 1 points (Vulnerability: Fire, Electric, Rock, Flying, Ice. Resist: Fighting, Bug, Grass. Immunity: Ground)
    Bug/Poison Type: No Cost (Vulnerability: Flying, Rock, Fire, Psychic. Resist: Fighting, Poision, Bug, Grass)
    Poison/Flying Type: Cost 5 Points (Vulnerable: Electric, Rock, Ice, Psychic; Resist: Grass, Poison, Fighting, Bug; Immunity: Ground)
    Rock/Ground Type: Cost 3 Points (Vulnerability: Fighting, Ground, Steel, Water, Grass, Ice. Resist: Normal, Flying, Poison, Rock, Fire. Immunity: Electric)
    Steel/Dark Type: Cost 24 points (Vulnerability: Fighting, Ground, Fire; Resist: Normal, Flying, Rock, Ghost, Steel, Grass, Ice, Dragon, Dark; Immunity: Poison, Psychic)
    Steel/Flying Type: Cost 26 points (Vulnerability: Fire, Electric; Resist: Normal, Flying, Bug, Ghost, Steel, Grass, Psychic, Dragon, Dark; Immunity: Poison, Ground)
    Fire/Flying Type: Cost 9 points (Vulnerable: Electric, Rock, Water; Resist: Bug, Fire, grass, Steel, Fighting; Immunity: Ground)
    Pokemon Drawbacks

    Limited Speech: 4 points (all Pokemon should have this, barring odd occurrences like Meowth)
    No hands: 4 points (most Pokemon are likely to have this)
    Rudimentary Hands: 2 points. Some Pokemon have small appendages that are capable of some degree of manipulation.
    Pokemon Size

    Using the scale listed below (Originally from the M+M text), and the Bulbapedia resource, find out how large or small your pokemon is. Then apply appropriate numbers of Shrinking or Growth to the base character sheet.

    Shrinking and Growth should have the following additions: Permanent, Innate, and Full Power.
    Under the Hood: This combination of feats, drawbacks, and flaws means the pokemon always has those characteristics, can't change them, and no one can 'nullify' or turn them off. Powers that allow the pokemon to change size, or abilities that characterize a pokemon to change size may add or lose some of those on a case by case basis (Ex. the power Minimize)
    Shrinking, with these modifications, costs 1pp/rank.
    Growth, with these modifications, costs 3pp/rank.
    Size Chart
    Gargantuan: 32-63ft. Apply twelve ranks of Growth (Permanent, Innate). 25 points.
    Huge: 16-31ft. Apply eight ranks of Growth (Permanent, Innate). 17 points.
    Large: 8-15ft. Apply four ranks of Growth (Permanent, Innate). 9 points.
    Medium: 4-8ft. M&M Default
    Small: 2-4ft. Apply four ranks of Shrinking (Permanent, Innate). 9 points
    Tiny: 1-2ft. Apply eight ranks of Shrinking (Permanent, Innate). 17 points
    Diminutive: 6'-1ft. Apply twelve ranks of Shrinking (Permanent, Innate). 25 points
    Pokemon Weight
    Even the biggest Pokemon is only a couple of thousand pounds. This means that any Pokemon above Large is automatically lighter than the height/weight chart indicates it should be. This will be ignored mostly in the game.
    Originally posted by Manintights
    pokemon creation guidelines continued

    Base Stats
    On the Bulbapedia page if you scroll down there is a "Base stats" option that can help with determining how close to caps your Pokemon should be in various attack styles, how high its defense should be, and how fast it should be.
    Due to how subjective the stats are (depending on evolution level and how powerful the pokemon is) a hard-and-fast rule would require way too much math and cause some Pokemon to be just plain weaker than others, but it should provide a good place to start.
    Since some Pokemon have sucky stats across the board, just compare it's stats relative to its other stats.
    eg, take Houndour (
    Its Attack and speed are significantly higher than it's defenses so I'll be spending my points on a spread something like this: Dex & reflex save high. Fort & Con moderate. Toughness mid-low. Defense mid. Attack high.
    You don't need to try and combat cap all your Pokemon. They do have their own strengths and weaknesses, don't be afraid to model them.

    An easy one to forget, just keep an eye on it.
    1) Check the Bulbapedia entry and see if they call out a particular sense as being special (like Ralt's emotion sense)
    2) See if the creature it's based on would probably have something (eg a dog based Pokemon will probably have Scent and maybe better hearing, while a bird based one probably has extended vision).
    3) Do they have a power that may cause a sense? eg en Electric Pokemon may well have a detect electricity sense
    4) If none of those come up, probably safe to just assume standard senses.

    Movement Modes
    Speed, Flight, Burrowing, & Swimming
    Under the Hood: A concern when using M+M for ranking speed on characters is that the ranks stack very quickly. Half the amount that Speed goes up by at each rank. EG 0 30ft 1 45 ft 2 75 ft 3 120 ft.
    Bycicles and most pokemon should not exceed a speed rank of 1, w/o good cause.
    Flight with a flaw: "half speed" is wisely considered for most flying pokemon w/o good cause.
    Burrowing and Swimming should not far exceed ranks 1 or 2 w/o good cause.
    Improved Initiative can be used to indicate a higher speed for pokemon. Having a higher Dexterity score to show their fast reflexes also works.
    Applications of Leaping should be carefully considered, also.
    Note: Leaping Rank 1 on a Str 10 character is a jump distance of 20ft.
    Quickness, as a movement application, should not be used when designing your pokemon, w/o good cause.
    Super-Movement powers like slithering, wall-crawling, or water-walking should be considered for special powers of pokemon where applicable.

    Secondary Powers and Flavor Text: What it Means for You and Your Pokemon.
    Consider Environmental Adaptation, Favored Environment, and low level immunity or half-effect immunity's based on the flavor text and secondary abilities of your Pokemon. (Find these listed on Bulbapedia)
    Example: A water Pokemon, capable of swimming below the surface of the water should include things like: Immunity (Suffocation (Drowning)) and Environmental Adaptation: Underwater.
    Example: Some Pokemon are called out as living in Lava, Rocky Mountains, or in extremely hot/cold environments. Heat/Cold immunity's and Adaptations are appropriate here.
    Example: High Flying Pokemon might have Environmental Adaptation: High Altitudes
    Another basic but easy to overlook one. Make sure that Bulbapedia actually says that your mon' can learn the moves you're trying to give it.

    Don't forget the use of an unarmed attack. Using it could provide some added strategy in battles.
    Originally posted by whiteprofit
    Capturing Pokemon
    Pokeballs are equipment, purchased with EP, using the Snare Power. The following is a sample build:
    Pokeball 10ep - Snare Rank 3 (Feats: Reversible; Extras: Engulf, Range, Regenerating, Alternate Save (Toughness); Flaws: Limited (Wild Pokemon Only)) (Cost 3pp/rank)
    What this means is, the player must make a ranged attack roll to hit with the thrown item. On a successful hit, the target must make a toughness save against the Snare rank. On a failed save, the target is bound and helpless or "captured". And the target must be a pokemon and wild.

    The target can try to get out using their strength modifier or will save*, whichever is higher. Each round is a separate attempt to escape with the regeneration extra as the damage is erased at the end of each round. The engulfing extra eliminates the 'entangled' failure, means the creature is inside the object, and if the ball receives damage from the outside, it can lose it's ability to hold the captured pokemon.
    *House Rule

    Pokeballs can be reused, but must be retrieved. Each player receives 5 Pokeballs for free. You can not buy more, that's it. Maximum Team Party of 6 is currently in effect. Perhaps when all players have 6 and the game has been going for a while, more can be captured.

    An Explanation
    The reasons we chose to use the Snare function are:
    :arrow: it is well defined and already exists in the game, allowing disputes to be settled by the books.
    :arrow: It allows the pokemon to escape at any time and the trainer can release them at any time, per the existing rules on Snare.
    :arrow: A pokemon can return to the pokeball by not fighting the snare, accepting the result. In the show there are times when pokemon refuse to go back into the ball, and this is built into snare already.

    Wild Pokemon
    Each player will create a list of 15 pokemon. 10 common Pokemon, and 5 Rare.

    Players are never obligated to capture a wild pokemon, after all, down the road, you might meet something Legendary... maybe...
    -5 Arch Nemesis - This person will plot against you and is driven by hurting you or your loved ones. If something goes terribly wrong for you, they probably planned and put it together. Everything that has ever gone wrong in the history of time and space is your fault. The room goes silent when you're in it together.

    -4 Hatred - The person hates you to an extent that they will take risks to attack or interfere with you. They will cause you bodily harm and will act against you whenever they get a chance. If something goes terribly wrong for you, they were probably involved. They will speak against you when something goes wrong. People know they don't like you.

    -3 Hostile - They will insult you at every turn and play mean pranks on you when given the chance. They will do anything they can to see you have a bad day, be it through insults, lying, or getting in your way. They will take action outside of their normal activities against you, though may hesitate if it causes physical harm. They will blame things on you.

    -2 Rival - They just don't like you and seem to always butt heads with you. They will compete, specifically, against you. They may think of you when they need someone to blame for something bad. If they have an option to stand against you in their normal day, they will. This rivalry may or may not be spoken allowed.

    -1 Frienemy - Though they smile to your face, acting as they like you in social situations, you've done something to make them dislike you. They don't hate you and you're not worth the effort to hurt, but they wont help you either. A player may not ever know that someone considers them in this way until they ask for something.

    +0 Indifferent - They may not have ever met you and have no opinion on you. They act as socially expected toward you.

    +1 School Acquaintance - They will smile and nod your way in the hallway, chat with you about surface things, and politely acknowledge knowing you in conversation elsewhere. "Oh yeah, I know them. We go to school together.." An acquaintance has the disposition to help you, though not with anything extreme.

    +2 Buddies/Pals - You hang out from time to time, usually socially. They will do small favors for you without question and consider you in their social circle.

    +3 Good Friend - They will assist you in most endeavors: help move your furniture, watch your cat for the weekend, or stand by you in a fight. But even good friends have their limits. They would defend your character to teachers.

    +4 Best Friend - They are your best friends, closest and dearest to your heart. They will stand by you through many great trials. Your nemesis is their nemesis. Your problems are their problems. People associate you together. They would defend your character to strangers.

    +5 Loyal/Love - They would die for you.

    A few things I am adding to this will be: 1:The allowance of Variable Descriptor for very similar attacks of different types, but no more than 2 other Types per attack. We began using this in Academy, but it is not in the above rules, so I am putting it here.
    2: Type Shifts. Some Pokemon are different from normal specimens of their species. The most common of these is a different coloration, like Tony's Voltorb up there, but some are much more unique. Type shifting changes a single type pokemon to a dual type and switches one of a dual type's for another. Players can have up to 3 type shifted Pokemon on their list of Wild Pokemon, counting as Rare, but will only catch 1. The others may still be encountered as their normal types, unless the player requests for that not to happen. If the game goes on for a very long time and we raise the maximum from 6, than this may change.

    The characters can be any established Marvel heroes, no villains please, and can be between the ages of 14 and 17. They will have almost no powers of their own, though a few minor things will be allowed, Psychics are established to exist in the games after all. Most of their powers will be seen in their Pokemon, but I would like to make it clear that 'The Hulk as a Pokemon with Bruce Banner as a trainer' is not what I am looking for. I am looking for a Pokemon Trainer and his partners Inspired by The Hulk/ Banner. Please feel free to go whole hog on town and place names as you wish. The only places I am certain on already are Stanlee City (The biggest city), Kirby City, Martin City (The Capitol), and Mt. Everett.

    Plot Details
    "Hello. My name is Charles Xavier, but most people just call me Prof. X, the leading authority on Pokemon in the Marvel region. I have recently opened an academy on the outskirts of Stanlee city and you, young sir/madam have been brought to my attention as a potential student. At the Xavier Institute we will teach you to live alongside your Pokemon, work with them, and play with them. The grounds are inhabited by many common Pokemon, and trips into Stanlee every weekend, and field trips approximately once a month, dependent on club choices, will allow you to catch rarer specimens. Some of you may have heard that Team Apocalypse is frighteningly active in Stanlee, but I assure you that our school is one of the safest places in the region. I hope to see you for the beginning of the school year, this coming September.
    --- Prof. X

    Most plots will be inspired by larger arcs from the comics of the chosen players, and the X Men, with some of the more common Marvel villains such as Hydra(gon) and Apocalypse showing up even if their common heroes are not chosen.
    Last edited by Mr.Sandman; 06-02-2014, 04:34 PM.

  • #2
    Re: Xaviers Pokemon Institute

    Ok, seeing already that text sizes are different here, will try to fix that later tonight. Also, taking a page from Hounds game that inspired this, we now have a roll call found here. Please sound off there and here, and we can get this show back on the road soon. IC
    Last edited by Mr.Sandman; 06-02-2014, 04:29 PM.


    • #3
      Re: Xaviers Pokemon Institute

      Kurt Wagner - PL 4

      Strength 1, Stamina 2, Agility 5, Dexterity 0, Fighting 3, Intellect 0, Awareness 2, Presence 1

      Agile Feint, Close Attack, Equipment 1, Hide in Plain Sight, Skill Mastery: Acrobatics

      Acrobatics 7 (+12), Athletics 6 (+7), Insight 6 (+8), Ranged Combat: Pokeballs 4 (+4), Stealth 7 (+12)

      Master Acrobat: Movement 3 (Safe Fall, Wall-crawling 2: full speed)

      Pokeballs (10), Fencing Gear (Equivalent to Leather Armor), Sword

      Initiative +5
      Grab, +4 (DC Spec 11)
      Sword, +4 (DC 19)
      Throw, +4 (DC 16)
      Unarmed, +4 (DC 16)

      Enemy: Team Apocalypse: Kurt's parents are members of Team Apocalypse. He turned against the Team and spoiled a major operation, making him and BAMF major targets for them.
      Honor: Swashbuckler: Kurt sees himself as a hero out of an old movie. He'll gladly put himself at risk to help others and take dramatic action when it might behoove him to be more careful.
      Rivalry: Kiwi Black: Kurt has a strong rivalry with his brother, Kiwi Black, a mercenary pokemon trainer known to work with Team Apocalypse and favor psychic, electric, and fire types.

      Native Language

      Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 4

      Power Points
      Abilities 28 + Powers 6 + Advantages 5 + Skills 15 (30 ranks) + Defenses 6 = 60

      BAMF - PL 6

      Species: Zorua
      Type: Dark: Cost 3 points (Vulnerability: Bug, Fighting, Fairy. Resist: Dark, Ghost. Immunity: Psychic)
      Strength -1, Stamina 2, Agility 5, Dexterity 0, Fighting 1, Intellect -1, Awareness 2, Presence 3

      Defensive Roll 3

      Acrobatics 4 (+9), Ranged Combat: Attack Powers 6 (+6)

      Ability: Illusion: Morph 3 (+20 Deception checks to disguise; Broad group)

      Hidden Power: Strength-based Strike 4 (fighting, DC 18; Accurate: +2, Increased Range: ranged)

      . . Agility
      . . . . Enhanced Ability: Enhanced Agility 1 (+1 AGL, Advantages: Improved Initiative 3)
      . . . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

      Natural Size: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)

      Night Daze
      . . Night Daze: Strike 6 (Linked; dark, DC 21; Increased Range: ranged)
      . . Reduce Accuracy: Broad Weaken 2 (Linked; Affects: Attack Rolls, Resisted by: Will, DC 12; Broad: Attack Rolls, Increased Range: ranged; Unreliable (roll))

      . . Extrasensory
      . . . . Extrasensory: Strike 6 (Linked; DC 21; Increased Range: ranged)
      . . . . Flinch: Affliction 6 (Linked; psychic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 16; Increased Range: ranged; Instant Recovery, Limited Degree)

      Initiative +5
      Extrasensory: Strike 6, +6 (DC 21)
      Flinch: Affliction 6, +6 (DC Will 16)

      Grab, +1 (DC Spec 9)
      Hidden Power: Strength-based Strike 4, +8 (DC 18)

      Night Daze: Strike 6, +6 (DC 21)
      Reduce Accuracy: Broad Weaken 2, +6 (DC Will 12)

      Throw, +0 (DC 14)
      Unarmed, +1 (DC 14)

      Native Language

      Dodge 7, Parry 7, Fortitude 5, Toughness 5/2, Will 7

      Power Points
      Abilities 24 + Powers 51 + Advantages 3 + Skills 5 (10 ranks) + Defenses 12 = 95

      Limited Speech (-4)
      No Hands (-4)

      Background: Kurt Wagner spent much of his early life as an orphan raised by the circus. He found he had a natural talent for acrobatics and by the time he entered his teens, he was a star attraction. That was what brought him to the attention of his biological parents. His mother Raven had abandoned him at birth to pursue her dreams of wealth and power as a member of Team Apocalypse. But after hearing of his talents, she found a use for the boy. At first Kurt was grateful just to have his family back. He was happy to accept the challenges of sneaking into secure facilities and sneak out a few pokeballs and other treasures. But he quickly came to realize there was something nefarious afoot. He discovered the pokemon were being used for cruel breeding experiments designed by the sinister Dr. Essex. Kurt's conscience finally got the better of him. He broke into the lab late one night and freed all of Essex's captive pokemon. Unfortunately, he set off the alarms and was confronted by his mother and her vicious pack of Pokemon. He desperately fought to buy the time needed for the test subjects to escape but was no match for Raven's cruelty. Even worse, one little Zorua seemed too scared to move. Kurt grabbed the Zorua and ran. He was nearly clear when a psychic blast to the back send him tumbling to the ground. Kurt's vicious older brother Kiwi laughed as he and his Alakazam teleported into view. The little Zorua let out a shriek of rage and massive dark power slammed into the enemy pokemon and their masters. Kurt and the Zorua ran off into the night.

      After months on the run, Kurt was offered a home at the Xavier institute and a chance for he and his Zorua, which he named BAMF, to find their own place in the world.

      Catch List:



      • #4
        Re: Xaviers Pokemon Institute

        You can pop that right in the new Roll Call as well for reference.


        • #5
          Re: Xaviers Pokemon Institute

          Lorna Dane
          PL 4 - Pokemon Trainer

          Lorna is a 16 year old at the school with her unevolved Magnemite which she's had since a child. Lorna is an average student who's enrollment at the school was heavily aided by her step father's employment as the Earth Sciences teacher. Lorna's mother died a few years ago, leaving her in the custody of her Erik, as she's never known who her real father was (AKA Magneto). In more recent news, Lorna's ex-best friend, Wanda Maximoff, are now rivals after a fiasco involving a boy and a Pokemon battle that brought out some harsh and unkind words just before school started.
          Lorna Dane - PL 4

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

          Defensive Roll 2, Equipment 3, Inspire 3, Luck 2, Set-up, Taunt, Teamwork

          Acrobatics 4 (+4), Athletics 4 (+3), Deception 4 (+4), Expertise: Pokemon 4 (+4), Expertise: Pop Culture 4 (+4), Expertise: Science 6 (+6), Insight 4 (+4), Perception 4 (+4), Persuasion 6 (+6), Ranged Combat: Throw 4 (+4), Sleight of Hand 2 (+2), Stealth 2 (+2), Technology 4 (+4), Vehicles 4 (+4)

          Cell Phone (Smartphone), PokeBall 10, PokeDex 1

          Initiative +0
          Grab, +0 (DC Spec 9)
          Throw, +4 (DC 14)
          Unarmed, +0 (DC 14)

          Reputation: NPC's Step Daughter
          Rivalry: Wanda Maximoff: Wanda and her Braixen

          Dodge 5, Parry 5, Fortitude 4, Toughness 3/1, Will 4

          Power Points
          Abilities 0 + Powers 0 + Advantages 13 + Skills 28 (56 ranks) + Defenses 17 = 58
          *I'm aware she is two points shy of being complete. Suggestions welcome.
          PL 6 - Magnemite
          Polaris is a tough little Magnemite with a strongly tested connection to Lorna after years of being together. The small Pokemon is built with a dynamic alternate power for Thundershock and Thunder Wave. At full power, his attack bonus would drop to +4 from +6 to accommodate the higher DC levels. The dynamic alternate effectively allows Polaris to choose the level of stun attached to his attacks. The quirky little machine can also communicate with and hear radio frequencies as well as cause a stunning screech with the same sonic power.

          Polaris - Magnemite - PL 6
          Strength -3, Stamina 0, Agility 2, Dexterity 0, Fighting 0, Intellect -4, Awareness 0, Presence 0

          Perception 4 (+4), Ranged Combat: Thunder Wave: Affliction 8 6 (+6)

          Steel/Electric Type: Feature 21 (Notes: Immune: Poison
          Weak: Fire, Fighting, Ground
          Resistant: Steel, Fairy, Electric, Flying Rock, Bug, Grass, Psychic, Ice, Normal, Dragon)
          Levitate: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
          Magnetic Pull: Enhanced Strength 4 (+4 STR; Limited: Metal, Limited to Lifting)
          Senses: Senses 4 (Awareness: Polar/Magnetic , Direction Sense, Radio, Ultra-hearing)
          Steel Body: Protection 6 (+6 Toughness)
          Tiny: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

          Shock/Magnet Bomb: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Variable Descriptor: close group - Steel/Electric)
          . . Metal Sound: Burst Area Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere)
          Thunderbolt: Blast 8 ([6 active, 16/16 PP, 2/r], DC 21; Linked: Thunder Wave: Affliction 8 )
          . . Thunder Wave: Affliction 8 (Alternate; [2 active, 16/16 PP, 2/r], 1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 12; Increased Range: ranged)

          Initiative +2
          Grab, +0 (DC Spec 7)
          Metal Sound: Burst Area Affliction 6 (DC Fort 16)
          Shock/Magnet Bomb: Burst Area Damage 6 (DC 21)
          Throw, +0 (DC 12)
          Thunder Wave: Affliction 8, +6 (DC Fort 12)
          Thunderbolt: Blast 8, +6 (DC 21)
          Unarmed, +0 (DC 12)

          Distracted: Magnetic Fields
          Hindered Evolution: Needs other Magnemites to evolve

          No Hands, -4 pnts
          No Verbal, -4 pnts

          Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6

          Power Points
          Abilities -6 + Powers 77 + Advantages 0 + Skills 5 (10 ranks) + Defenses 14 - Drawbacks 8 = 90
          Wild Pokemon Wish List
          • Pawnard
          • Mareep
          • Plusle/Minun
          • Shinx
          • Shieldon
          • Electabuzz
          • Skarmony
          • Beldum/Metang
          • Mawhile
          • Bronzong
          • Steelix
          • Excadrill
          • Forretress
          • Escavalier

          Kit Andersen/GravityBoy! - Whole Family of Supers
          GM - Super Framily Plan
          Captain Thunder - Victory Legion!


          • #6
            Re: Xaviers Pokemon Institute

            Hopeing the others will see this if I move it back to the first page.


            • #7
              Re: Xaviers Pokemon Institute

              Originally posted by Mr.Sandman View Post
              Hopeing the others will see this if I move it back to the first page.
              I certainly hope so. It seems like there've been quite a few people lost in the changeover.


              • #8
                Re: Xaviers Pokemon Institute

                Is it just me or does the default keep a lot less on page 1 than the old forums? Anyway, I am bumping this back up again, and if noone has returned by next wednesday I will start recruiting again. Hopefully everyone made the changeover ok by then.


                • #9
                  Re: Xaviers Pokemon Institute

                  Originally posted by Mr.Sandman View Post
                  Is it just me or does the default keep a lot less on page 1 than the old forums? Anyway, I am bumping this back up again, and if noone has returned by next wednesday I will start recruiting again. Hopefully everyone made the changeover ok by then.
                  It's definitely a smaller number of threads per page.


                  • #10
                    Re: Xaviers Pokemon Institute

                    The previous ATT was 15 per page. The default here is 10. I bumped mine to 20 and it feels a lot better.
                    Kit Andersen/GravityBoy! - Whole Family of Supers
                    GM - Super Framily Plan
                    Captain Thunder - Victory Legion!


                    • #11
                      Re: Xaviers Pokemon Institute

                      I'm here. Sadly I lost my character now that the forums are no longer visible. I hope I'll get it back if they re-open it eventually.
                      [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]


                      • #12
                        Re: Xaviers Pokemon Institute

                        It is good to know everybody wasn't lost in the changeover. Hopefully the old forums are back to being visible soon so we can continue, I would rather this game not die due to time lost from that. Is anyone opposed to waiting until Friday in the hopes that the old forum is integrated to begin? If none of the others respond by then I will also open recruitment for 2 replacement slots as we begin. Evo, if it does not return by then can you estimate your stats enough to last a few days?


                        • #13
                          Re: Xaviers Pokemon Institute

                          I don't mind waiting.
                          [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]


                          • #14
                            Re: Xaviers Pokemon Institute

                            Nor do I.


                            • #15
                              Re: Xaviers Pokemon Institute

                              Still here. Ready whenever.
                              Kit Andersen/GravityBoy! - Whole Family of Supers
                              GM - Super Framily Plan
                              Captain Thunder - Victory Legion!