View Full Version : Project Pokemon Trainer Cards: Ash
White Knight
January 9th, 2011, 06:22 PM
Welcome to the Project Pokemon
Trainer Cards Thread
Trainers that have finished designs (waiting on playtesting):
Channeler
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler5.png
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler-valerie1.png
Youngster
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/youngster1.png?t=1297446363
Engineer
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/EngineerCard.png
Juggler
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/juggler2copy.png
Super Nerd
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/supernerdv2.png
Jr Trainer ♂
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/jrtrainerv1.png
Cooltrainer ♀
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/cooltrainer-femalev2-1.png
GARY
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/gary.png
(General discussion about Project Pokémon occurs here (http://www.heroscapers.com/community/showthread.php?t=29851).)
(Visit the Playtesting Thread here. (http://www.heroscapers.com/community/showthread.php?t=30274))
(Participate in the Design Thread here. (http://www.heroscapers.com/community/showthread.php?p=1082040#post1082040))
Trainer Cards Team
Team Lead: minimoose38
Assistant Lead: White Knight
NightSwipe
fiddlerjones
Warlord Alpha
Consultant: wulfhunter667
Purpose of the Trainer Cards Thread
The purpose of the Trainer Cards Thread is to design the Trainer Cards for the Project Pokemon Master Set.
Master Set Trainer Card List
Ash
Gary
Youngster
Jr. Trainer♂
Cool Trainer♀
Super Nerd
Juggler
Channeler
Engineer
White Knight
January 9th, 2011, 06:23 PM
The Project Pokemon Trainer Card Team is up and running. I've gone through and collected some of the most important notes from the old discussions and posted them below.
minimoose38 will be the Lead for the Trainer Cards, and I'm going to let him set forth how the cards will be designed and in what order. I waited a week for people to reply about joining the team, but only the team members listed in the first post were interested. If others decide later that they want to help design the cards it will be up to minimoose as to whether they are allowed to join.
First, some ideas for the cards themselves:
http://im1.shutterfly.com/media/47a0d829b3127ccefa04c956c31300000030O00BaM2zVw5csQe3nww/cC/f%3D0/ps%3D50/r%3D0/rx%3D720/ry%3D480/
http://i894.photobucket.com/albums/ac149/mac12264/Project%20Pokemon/brock_np_trainer.jpg
http://i894.photobucket.com/albums/ac149/mac12264/Project%20Pokemon/trainercardproposal1.png
More Ideas (from the initial thread, page 131, post #1568 )
Here are suggestions from minimoose about what the Trainer Card could consist of.
One of the following three:
Type Preference: Type 1, Type 2, Type 3
Would be for the trainers who don't have any extremely strong type themes among them. Would provide a minor boost if any at all.
Example: Camper
Type Preference: Ground, Poison, Grass
Choose one pokemon of this trainer's preffered type. That Pokemon may move one additional space on its turn. (This would give the move bonus to one named pokemon, say Sandshrew, but all Sandshrews in your army would get the move bonus.)
-----
Type Specialty: Type 1, Type 2
For trainers that have definate themes to the types of pokemon they use. Such as Sailor's Swimmers, Birdkeepers and Bugcatchers. Would provide a minor to moderate boost.
Example: Sailor
Type Specialty: Water, Fighting
Water types and Fighting types roll one additional attack die. ( Yo represent the brawly nature of Sailors)
------
Type Mastery: Type 1
Reserved for gym leaders and elite four members. Would give a major boost to the mastered type, perhaps only if your entire army consists of pokemon of that type.
Example: Brock
Type Mastery: Rock
All Rock type pokemon gain Tough 1.
-----
Then Gym leaders could grant pokemon of their favored type their TM as a Special Attack.
Example: Misty
All Water Types you control gain Water Pulse Special Attack ( or Bubblebeam Special Attack if we are strictly sticking to first genereation) Then the special attack would be explained on the trainer's card.
------
Additional Powers
One additional power, for gym leaders this would correspond with their badge's power. For other trainers it could be something more flavorful.
Example: Lt Surge
Thunderbadge: All pokemon you control add 1 to their move.
-----
The trainers who have absolutely no type affiliations we would have to get more creative. Such as giving Youngsters a bonus to unevolved basic pokemon. Or giving trainers bonuses to specific pokemon, like Lasses favoring Jigglypuffs and Clefairys.
Example: Youngster
Youthful Vitality: All basic pokemon you control add 1 to their move and defense.
fiddlerjones
January 9th, 2011, 07:44 PM
I like the look of trainers so far, but I feel like they're slightly overcomplicated. These guys need to be worth their points, of course, but I would say most should have one blanket ability, like the Camper example above. Gym leaders could have the blanket ability too, and I really like giving their pokemon a special corresponding to their TMs. That's only two abilities, keeping it simple. Maybe Elite Four members could have three, but I'd say reserve the third ability strictly for them.
I like doing things with a trainer's associated type. We could probably keyword that to save space.
Example:
Camper:
Associated Types: Grass, Ground, Poison
Ability: Enhanced Grass Movement: Associated pokemon you control add 1 to their movement if they begin their movement on a grass space.
Other thoughts:
-We need to keep in mind the power level of trainers' abilities. They're much stronger than an aura with the same effect on a figure because currently there is no way to remove trainers from play. I'd like to see their abilities be significant, but I don't want to see games decided by a player's choice of trainer.
-Can players only have one trainer per game? I'm thinking yes, as the trainer kind of represents you, your training style. (Also, I have a fun idea for Youngster if we have a one-trainer-per-player limit).
NightSwipe
January 9th, 2011, 07:59 PM
I agree with fiddler on many points. The Trainers look good so far, just a few power/wording tweaking to make them accurate to a cheaper point cost.
I like the ideas of the "Type Preference/Type Specialty/Type Mastery" presented earlier.
I think, if we make the Trainers in-game characters with bases that you move around and all, we should give them limits on sight and such to ensure the Pokemon must be within a certain Line of Sight for their powers to take effect.
If they aren't playable characters, maybe only a certain range of spaces from the starting zone?
We'll figure it out.
Congrats on becoming Thread Leader, minimoose!
fiddlerjones
January 9th, 2011, 08:40 PM
I'm not in favor of making trainers in-game figures. They either need to represent your training style or possibly other trainers you've recruited to help you command. They wouldn't have meaningful attacks, and if we did make them figures, would they be able to be attacked and destroyed?
To me the Trainer Card is something strongly distinct from an Army Card. I doubt we need distance-from-starting-area restrictions or anything like that; if we set our minds to it we can find a good way to implement these abilities without making them too strong.
As far as the type preference/specialty/mastery idea goes, I like using it as a template for how we create cards, but we don't actually need to use those terms on the cards. A general rule of thumb is that number of types associated with a trainer is inversely proportional to the strength of the boost that trainer gives. It's a sliding scale between versatility and power.
NightSwipe
January 9th, 2011, 09:06 PM
That's why I said "if we make them playable figures".
I'm fine either way, in-game or not.
I know the deal with the Preference/Speciality/etc.
I look forward to a prosperous time working with everyone. :)
White Knight
January 9th, 2011, 09:18 PM
Just a note:
For "Catch that Pokemon" and campaign style scenarios I'll be using Trainer figures to move around the battlefield, but they won't be able to battle. They'll be terrain obstacles.
minimoose38
January 9th, 2011, 09:45 PM
Okay guys, it looks like we have a good start. I guess what we need to decide on is what we actually want a trainer to be in the most basic mode of army vs army battling. Lets hear from everyone which of these comparisons you would make for how you feel Trainers should be.
Glyph card-like: This would be similar to a glyph card or rules card that you would have in your army that would bestow powers to all or some units in your army as if one of your figures was standing on a glyph. This would have a cost and would probably be limited to 1 per army because it represents you the Trainer.
Fortress Door-like; This would be similar to White Knights use in his campaign, in that Trainers would be immovable obstacles that would then have a matching card would powers that would affect their pokemon. these would have a physical representation on the map that may or may not be able to be attacked. May have a defense and life stat similar to Fortress Door. Destructible object? Maybe.
Kelda-like: This would mean that Trainers would have stats just like any support figure. Powers would be similar to Marcus Gallus's powers or any bonding units. They would have fairly low stats and would may or may not be able to be attacked by pokemon.
I think a combination of these three ideas would be very tricky to obtain so let me know what you think about these three possible routes and see if we can find a point of convergence.
fiddlerjones
January 9th, 2011, 11:49 PM
Definitely Glyph-Like. I don't think these Trainers need to be on the battlefield.
Kroz
January 10th, 2011, 12:51 AM
It all depends on if you want Team Rocket style encounters. Of course when a trainer's pokemon are beaten then so is the trainer. (for the most part. Ash doesn't count)
I like the blanket ability for the trainers and the abilities reflecting their personalities and training style. A trainer like Ash I could see with the Pokeball 12 ability because he has shown the sense to withdraw his pokemon on occasion. Other trainers push their pokemon to the limits and so shouldn't have the ability whereas other trainers know better than Ash when to withdraw a pokemon. This could be reflected by a lower number on the power.
Trainers should have at least
One blanket power that applies to their preferred types.
One power that defines personality (especially trainers that have names ex. Brock, Misty, etc.)
and perhaps
One extra power to round off the trainer. This could be the Pokeball power. Gym leaders I think should have the TM option as well.
Bug Catcher analysis
Preferred types: Bugs...not much else. You could put poison in here but really, it's only a secondary type.
Blanket power: Harden: All bug pokemon you control may roll one extra defense die if they did not attack this turn. (This reflects my early frustration in the game as it took years to beat one freaking metapod because that's the only move they knew.) Not saying that this needs to be the power to be used just a way we may flesh out trainers.
Thematic power: Bug Enthusiast: If you take a turn with a bug pokemon, you may immediately take another turn with that figure.
Last Power: (personally I don't think this trainer would need one and this is just an option in case someone wants to)
Is the trainer a gym leader? No (You may skip the TM stage)
Now just assign points.
Now back to the debate about whether to make trainers figures or not. Making them figures will decidedly change the style of play. Perhaps we can make them figures and make it so that trainers may only be attacked by pokemon controlled by team rocket and team rocket trainers may be attacked by any pokemon. I think this would be the best option. This allows them to be basically safe in a normal trainer/gym battle but in a battle against Team Rocket it brings in a new dynamic of play.
fiddlerjones
January 10th, 2011, 02:03 AM
Perhaps we can make them figures and make it so that trainers may only be attacked by pokemon controlled by team rocket and team rocket trainers may be attacked by any pokemon. I think this would be the best option. This allows them to be basically safe in a normal trainer/gym battle but in a battle against Team Rocket it brings in a new dynamic of play.
That's a good idea, but it fits squarely in the scenario area. I don't think trainers as figures should be in standard Pokescape, but nothing says you can't have a scenario where your trainer is a figure like you described above.
Also, three abilities is way too much for unnamed trainers (Bug Catcher, Youngster, etc.) I see those having one, maybe two abilities. Gym Leaders and characters like Ash and Gary could maybe have three.
Ash having Pokeball 12 or something could work, but it seems like it should be unique to him. (Maybe Gary could have "Push it to the Limit" or something - the foil to Ash's power).
White Knight
January 10th, 2011, 09:33 AM
I prefer the glyph-like card (Trainers can't be attacked), and I prefer that we limit players to 1 Trainer Card in their army.
Kroz
January 10th, 2011, 01:54 PM
Agreed. Three powers for unnamed trainers is too much. I could totally see trainers like Ash, Brock, Gary, etc having three powers.
Another reason for having trainers as figures is because this would allow them to be a bit more compatible with classic scape. Having them invincible in pokescape could be a scenario rule. That way we don't have to worry about giving trainers stats for scenarios and they are already listed on the card.
Personally I think this is the best way to go for them.
White Knight
January 10th, 2011, 03:31 PM
I see the Trainers as Pokescape specific (like W/R/I).
One reason to make them Pokescape specific is so we can avoid issues with referencing W/R/I. For example, on one of the Brock card ideas:
ROCK-SOLID DEFENSE
Ignore weaknesses on all Rock type Pokemon you control.
Can we referense "type" on cards that need to be compatible with classic scape?
NightSwipe
January 10th, 2011, 03:45 PM
I think Glyph-card like is the best option here.
Only one or two powers on a trainer unless they were a main character (Ash, Misty, Brock) or an Elite Four Member.
Pokéscape specific, as well.
Chardar
January 10th, 2011, 03:47 PM
Before we get too involved in creating units I think we should vote on a trainer template unless everyone is pleased with one posted. I think it's a solid start, but there's definitely some cleanup needed.
minimoose38
January 10th, 2011, 05:09 PM
I agree with you there Chardar. I think the Red and black Brock card should be the start of the Trainer template. What I would change about it is put any TM granting powers in the normal Left hand ability text box. The area directly underneath the picture where stats would normally be could be either merged with the ability text space to enable larger amounts of text or detail badge/fluff info such as preferred types.
fiddlerjones
January 10th, 2011, 06:45 PM
Trainers as glyph cards is perfectly compatible with Classic 'Scape. That said, many Trainer abilities will reference type, so they will really only be useful with pokemon.
That said, anytime we reference a Pokescape-specific rule with Trainers like type or W/R/I, we need to say "pokemon" rather than "figure," just for consistency's sake.
Example: "Each of your rock-type pokemon rolls an additional defense die when attacked by an enemy figure with height advantage."
I'll get back to you on template suggestions.
minimoose38
January 12th, 2011, 12:31 PM
So it sounds like gylph like cards seems to be the general consensus. We could probably pretty easily make little cutout physical representations like we do with the pokemon for those who require them for their own campaigns.
Next we need to nail down our template options so lets hear what everyone thinks about that.
When we move onto getting to the actual designing of these Trainers, are we going to do a similar system to the Pokemon Design Process? Or work on each Trainer as a group seeing as there is only a handful of us?
NightSwipe
January 12th, 2011, 02:59 PM
I would be fine with either one. If we design them as a group, we wouldn't have to wait forever for someone to give a design. (I'm not pointing fingers, just saying.)
White Knight
January 12th, 2011, 03:24 PM
I would be fine with either one. If we design them as a group, we wouldn't have to wait forever for someone to give a design. (I'm not pointing fingers, just saying.)
There are only 5 members of the team, so I don't think we'll have to wait as much as for the Pokemon designs.
But I'm also OK designing either way.
fiddlerjones
January 12th, 2011, 08:12 PM
I like the process by which we do the Pokemon units. We should do that here, though probably with more power given to the group. My thought was that one person would submit the initial design for a given trainer, then everyone would critique and give suggestions, similar to how we're doing the figures. Since there are only five of us, it'll be pretty easy to tell if the group just doesn't agree with someone's design.
Also, we should not do Ash and Gary first. Let's start with the simpler, generic trainers, then hit Ash and Gary once we have the hang of this.
NightSwipe
January 12th, 2011, 08:15 PM
Also, we should not do Ash and Gary first. Let's start with the simpler, generic trainers, then hit Ash and Gary once we have the hang of this.
I agree with this. The Bug Catcher or Youngster, perhaps.
fiddlerjones
January 12th, 2011, 09:32 PM
Bug Catcher first I think. He's very straightforward. I've got an idea for youngster.
White Knight
January 12th, 2011, 11:07 PM
Bug Catcher isn't in our list (see below from the first page). But we can probably deviate from that list now if the group wants.
Master Set Trainer Card List
Ash
Gary
Youngster
Jr. Trainer♂
Cool Trainer♀
Super Nerd
Juggler
Channeler
Engineer
fiddlerjones
January 12th, 2011, 11:49 PM
Oh right, Bug Catcher was going in the proposed "Insect Invasion" wave. We should start with something like Super Nerd or Engineer, something strongly associated with one type of pokemon, so that we can cut our teeth on the most basic designs before moving on to the more generic ones and finishing up with Ash and Gary.
minimoose38
January 13th, 2011, 02:14 PM
Oh right, Bug Catcher was going in the proposed "Insect Invasion" wave. We should start with something like Super Nerd or Engineer, something strongly associated with one type of pokemon, so that we can cut our teeth on the most basic designs before moving on to the more generic ones and finishing up with Ash and Gary.
Agreed ^^
I would say that either the Chaneller or Engineer should be first. Chanellers rely almost exclusively on Psychic, Ghost and Dark types while engineers favor Electric and Steel types. Both of which appear a lot in our master set.
NightSwipe
January 13th, 2011, 03:46 PM
Indeed. I think Channeler is a good place to start, with Engineer after that. From there, based on how things are going, we can see who to take down next.
minimoose38
January 14th, 2011, 10:22 AM
Are we going to pin down the template before we start designing? Or make a couple trainer cards and figure out what kind of information we all need to arrange onto the card first?
fiddlerjones
January 14th, 2011, 10:43 AM
Might be wise to design a trainer or two first and work out the template from that. We'll have all the relevant information that way and we can figure out how to organize it.
White Knight
January 14th, 2011, 11:49 AM
I agree--lets design a few Trainers first and then we can see what we need for the template.
fiddlerjones
January 14th, 2011, 12:55 PM
We were talking about how to go about designing these cards in the first place. Since there's only five of us, we could each submit a design for each trainer and then come to a group consensus about which one, or combination of ones, is best.
minimoose38
January 14th, 2011, 01:13 PM
I like that idea so I say we go ahead with our first one, the Channeler. Heres my take.
The Channeler (http://bulbapedia.bulbagarden.net/wiki/Channeler)
Preferred Pokemon: Ghost types.
Protective Ward
When applying weaknesses and resistances for all pokemon you control, your pokemon ignore any weaknesses they have to ghost type attacks. All ghost Pokemon you control roll 1 extra defense die.
Hex 18
Whenever a figure an opponent controls receives a wound, roll the 20-sided die. If you roll an 18 or higher, that figure receives 1 extra wound.
OR
Hex
Whenever your opponent rolls the 20-sided die you may subtract 1 (or more) from their roll.
mac122
January 14th, 2011, 01:56 PM
How about this:
Hex
Whenever your opponent rolls the 20-sided die, subtract 1 from their roll for each Ghost type Pokemon you control to a maximum of X.
fiddlerjones
January 14th, 2011, 02:24 PM
I like the Hex idea a lot. Maybe even drop Protective Ward and just have:
Hex
Whenever an opponent rolls the 20-sided die, that player rolls twice and takes the lower roll.
The only problem with that is it doesn't depend on you having Ghost-type pokemon, so maybe mac's idea is better. However, subtracting more than 1 or 2 from d20 rolls could get nasty quick.
White Knight
January 14th, 2011, 03:47 PM
How about this:
Hex
Whenever your opponent rolls the 20-sided die, subtract 1 from their roll for each Ghost type Pokemon you control to a maximum of X.
I like this idea.:D
However, here is my version of Channeler (I purposely avoided reading minimoose's version before I worked on my so that I wouldn't be influenced).
CHANNELER
Pokemon Trainer
LICK SPECIAL ATTACK
ghost Attack: 2. Range: 1
Lick Special Attack may be used by any Pokemon you control with Ghost as one of its Types. If you roll at least 1 skull and the attacked figure is not destroyed, place a Paralyzed Status Marker on the attacked figure.
(Paralysis wording)
CHANNEL
At the beginning of every round, before placing Order Markers, you may roll the 20 sided die. On a roll of 18-20, you may place 1 previously destroyed Pokemon with Ghost as one of its Types on any empty space in your starting zone and remove all wound markers from that Pokemon’s Army Card. That Pokemon is no longer destroyed.
Trainer Info
Channelers specialize in Ghost-type Pokemon. They exhibit strange behavior when battling.
NightSwipe
January 14th, 2011, 04:05 PM
I like the Protective Ward and Hex abilities. I think the D20 thing might be a bit overpowered; what if the opponent is playing Drones or Hounds?
mac122
January 14th, 2011, 04:19 PM
How about this:
Hex
Whenever your opponent rolls the 20-sided die, subtract 1 from their roll for each Ghost type Pokemon you control to a maximum of X.
I like this idea.:D
However, here is my version of Channeler (I purposely avoided reading minimoose's version before I worked on my so that I wouldn't be influenced).
CHANNELER
Pokemon Trainer
LICK SPECIAL ATTACK
ghost Attack: 2. Range: 1
Lick Special Attack may be used by any Pokemon you control with Ghost as one of its Types. If you roll at least 1 skull and the attacked figure is not destroyed, place a Paralyzed Status Marker on the attacked figure.
(Paralysis wording)
CHANNEL
At the beginning of every round, before placing Order Markers, you may roll the 20 sided die. On a roll of 18-20, you may place 1 previously destroyed Pokemon with Ghost as one of its Types on any empty space in your starting zone and remove all wound markers from that Pokemon’s Army Card. That Pokemon is no longer destroyed.
Trainer Info
Channelers specialize in Ghost-type Pokemon. They exhibit strange behavior when battling.
I like Channel and I like the idea of adding an attack to trainer cards. Not sure if the lesser generic trainers need an attack, though :shrug:. If we do use Lick for Channeler, we should avoid using it for one of the Pokemon we create.
fiddlerjones
January 14th, 2011, 06:13 PM
^^
Agreed. This isn't a bad design, but it seems like the format for a stronger trainer. These guys are our "commons" to put things in CCG terms. Your design feels more like a "rare." I like the special attack idea, but that seems like it should be reserved for Gym Leaders and should be the attack from their associated TM.
White Knight
January 14th, 2011, 06:15 PM
The only generation I pokemon that can learn Lick are Gastly, Haunter, Gengar, Lickitung, and Jynx.
Gastly has Curse. Lick is too weak for Haunter or Gengar. It doesn't seem to fit on Jynx.
That leaves Lickitung. I think we could just re-use it on Lickitung or give Lickitung other moves.
White Knight
January 14th, 2011, 06:18 PM
^^
Agreed. This isn't a bad design, but it seems like the format for a stronger trainer. These guys are our "commons" to put things in CCG terms. Your design feels more like a "rare." I like the special attack idea, but that seems like it should be reserved for Gym Leaders and should be the attack from their associated TM.
I prefer all Trainers have a special attack they can give, even if most of them are pretty weak attacks.
Just wander around Kanto for a while and you'll find TM's all over the ground. If Red and Blue can use TM's, I'd think so would even basic trainers.
But I made Lick weak so that it wouldn't increase the price of the card much.
Chardar
January 14th, 2011, 06:30 PM
^^
Agreed. This isn't a bad design, but it seems like the format for a stronger trainer. These guys are our "commons" to put things in CCG terms. Your design feels more like a "rare." I like the special attack idea, but that seems like it should be reserved for Gym Leaders and should be the attack from their associated TM.
I don't know. A channeler sounds like it would be stronger than something like a bug catcher. Not all commons are made equal*. Some will inevitably be stronger than others, and I like little variation.
minimoose38
January 14th, 2011, 06:57 PM
I do like Channel, but Lick isn't a TM so I think that we should maybe drop that. The only good ghost TM is Shadow Ball but Morty would probably give that. I'm all right with "lesser" trainers giving TM's but I don't know if the Channeler needs one.
Chardar
January 14th, 2011, 07:04 PM
There isn't really a good weak ghost move. Why not just make something up like "shadow strike", "dark strike", or "ghost strike"? We can really come up with anything.
fiddlerjones
January 14th, 2011, 08:20 PM
I think the majority of trainers should not convey a special attack. The generic ones like Channeler, Bug Catcher, etc. should provide a flat bonus, preferably to their associated type of pokemon. More unique trainers like Gym Leaders and Elite Four could grant special attacks.
Chardar
January 14th, 2011, 08:25 PM
I like the extra attack, but an almost guaranteed Paralysis is too powerful for such a weak trainer.
Kroz
January 14th, 2011, 08:46 PM
The Hex could work if you made it only a -1 to the roll. I like the original form personally. Maybe a little doctored up.
fiddlerjones
January 14th, 2011, 09:01 PM
I like the original form as well. -1 to opponents' d20 rolls, +1 defense for your ghosts, your pokemon ignore weakness to ghosts. Simple, yet effective, and probably not too pricey in points.
NightSwipe
January 14th, 2011, 11:48 PM
/\ I agree. Hex is a good power for the Channeler.
White Knight
January 15th, 2011, 09:33 AM
For Hex, how about -1 to the d20 roll for each destroyed ghost Pokemon you control, but to a maximum of -4? The Hex would get stronger as the battle progressed. (And I kind of like the spookiness of getting hexed everytime you destroy a ghost Pokemon.)
NightSwipe
January 15th, 2011, 10:12 AM
/\ That's a good idea. This way, a swarm army like Drones or Hounds doesn't get completely destroyed by a hextuple Hex. ;)
fiddlerjones
January 15th, 2011, 11:30 AM
I do like the -1 for each destroyed ghost. The flavor fits that of a curse or hex very well.
Kroz
January 15th, 2011, 12:41 PM
Good idea. This makes it so that Ghost armies don't start out super strong but as the ghosts die and helps minimize their losses.
White Knight
January 17th, 2011, 10:17 AM
I do like the -1 for each destroyed ghost. The flavor fits that of a curse or hex very well.
It also allows figures with attacks similar to Ne-Gok-Sa's Mind Shackle a chance to use their "roll a 20" abilities until a ghost is destroyed.
A straight -1 for the whole game completely negates Mind Shackle.
fiddlerjones
January 17th, 2011, 10:21 AM
Granted, I think Mind Shackle is one of the worst-designed abilities in Heroscape, but I definitely agree on the blanket -1. It could be a problem. Let's do the -1 per destroyed ghost.
minimoose38
January 17th, 2011, 12:42 PM
OK that sounds good. That will make sense then when a lot of our low level ghost pokemon will be sort of fragile.
NightSwipe
January 17th, 2011, 03:31 PM
Indeed. But I thought we were already talking about making it -1 for each Ghost killed? Oh well, never mind. I agree to the -1 for each Ghost killed.
minimoose38
January 19th, 2011, 11:31 AM
Any graphically inclined members want to whip up a rough draft of what we have so far?
White Knight
January 21st, 2011, 10:42 AM
Any graphically inclined members want to whip up a rough draft of what we have so far?
I'm hoping others will have ideas as well, but here are some cards I put together.
Note: It's going to be hard to find official pictures of a lot of the Trainers. I've been looking a lot and they just aren't there. I might be able to grab some off the videos if I can find which videos have some of the Trainers--but I don't think they are all in the videos.
The top two pictures are unoffical pics from the internet. I've asked a girl in my youth group at church who is good at drawing anime to help with making more "official looking" drawings of the Trainers and she's going to try. I'll post one of Channeler for us to review when she gets it finished.
If anyone else has good drawing skills, it would really help!:D
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler1copy.png
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler2copy.png
NightSwipe
January 21st, 2011, 04:25 PM
I like the first two, the ones that imitate Pokéscape cards. That's a good format to start creating them (the rest of the cards) in, IMO. Maybe changing that left box to:
Pokémon Trainer
Common Trainer
Specializes in: Ghost
(The "Specializes In: Ghost" could potentially be 1 large section.)
Just my :2cents:.
I can draw, but not well enough to do one of these cards...
NightSwipe
January 21st, 2011, 04:26 PM
Double Post. Sorry. Disregard. My phone glitched.
(Not again...)
fiddlerjones
January 21st, 2011, 08:51 PM
I don't think we need "Common Trainer," as we agreed on a one-trainer-per-match limit. Otherwise, rather than pictures of pokemon for associated types, we probably want type symbols. Apart from that, the first two pictures look great.
White Knight
January 27th, 2011, 09:02 AM
Another possible card
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler3copy.png
I just changed the border to the red Pokeball style--I still need to work on the words for the left side of the box.
I think I like the purple cards a little better, but I wanted to see what a standardized card would look like.
minimoose38
January 27th, 2011, 01:49 PM
I'm not sure if anyone has seen this but there is a pretty decnt fan made pokemon rpg system that is out there on the internet. Besides being a really fun system, its books have a look of really awesome artwork. I know there is a Advanced class in that called the Hex Maniac whose artwork would be great for our Channeler. Heres the link so you guys can check it out.
Pokemon tabletop Adventures Link (http://www.mediafire.com/?0ewsp6uygy08k1g)
White Knight
January 27th, 2011, 02:33 PM
I'm not sure if anyone has seen this but there is a pretty decnt fan made pokemon rpg system that is out there on the internet. Besides being a really fun system, its books have a look of really awesome artwork. I know there is a Advanced class in that called the Hex Maniac whose artwork would be great for our Channeler. Heres the link so you guys can check it out.
Pokemon tabletop Adventures Link (http://www.mediafire.com/?0ewsp6uygy08k1g)
Great find!
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler1ccopy.png
I also have my friend working on a drawing for us as well. That will give us several to vote on.
mac122
January 27th, 2011, 03:27 PM
I'd prefer the type colors on the trainers when it is appropriate. It will visually tie-in the trainer cards with our Pokemon. Any trainers that use more than 2 types (or don't specialize in any type) could use the generic red.
NightSwipe
January 27th, 2011, 07:26 PM
That's a good idea. /\
White Knight
January 28th, 2011, 12:58 PM
Are these colors better?
I'm still not sure what text to put on the card.:|
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler1dcopy.png
mac122
January 28th, 2011, 02:10 PM
Pokemon Trainer and type preference are probably all we need for the generic trainers in the left stat box area. Not sure what to put for Specialty for trainers like Ash or Gary who use multiple types. I'd like to see a space reserved for a gym badge image on the gym leader cards.
fiddlerjones
January 29th, 2011, 12:33 AM
I like WK's most recent card, though I still don't know why we need the pictures of Gastly and Haunter on there. For trainers with no particular specialty, maybe just put "generalist" or "no specialty" in the box.
White Knight
January 29th, 2011, 09:27 AM
I like WK's most recent card, though I still don't know why we need the pictures of Gastly and Haunter on there.
I was going for this type of effect:
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/Pokemon_trainer_cardsample.png
If you Google "Pokemon Trainer Card" you'll see a lot of cards that look like that. I was searching for ideas on what to put on the cards.
But I'm OK to remove Gastly and Haunter. It's hard to line them up and make them look good on a hexagonal card.
NightSwipe
January 29th, 2011, 10:05 AM
I'm fine with or without the Gastly/Gengar there. It adds some flavor to what would otherwise be a rather plainclothes card, but I wouldn't mind if it went.
fiddlerjones
January 29th, 2011, 10:40 AM
It probably isn't doing any harm or anything, but I fear it could be confusing to people because it has no in-game meaning. Also, for more generalist trainers it could be tough to decide what to put there.
minimoose38
February 3rd, 2011, 02:32 PM
Yeeash slow progress. Looks like we need a prod over here. :poke:
I think type specialty should be on the card because there will probably be powers the Trainers have that would be based on it. The boxes with (in this case) Gastly and Haunter should be taken off because I feel like it makes it seem like you have to use those two pokemon. Iconic pokemon can be included in whatever picture we use for the trainer not part of the game information half of the card.
And did we decide to go with Lick despite it not being a TM? I don't think it fits the card and I think that the Channeler has enough alternate sources to fit the theme than just a standard ghost move. Hex (in one form or another) in addition to something along the lines of Protective Ward (or something similar) should be the Channelers powers.
Do we need some sort of vote to get this moving along?
Kroz
February 3rd, 2011, 03:08 PM
I agree. The pictures can be confusing and lick really doesn't fit IMHO.
White Knight
February 3rd, 2011, 03:33 PM
Yeeash slow progress. Looks like we need a prod over here. :poke:
Do we need some sort of vote to get this moving along?
It's up to you minimoose. I've been waiting on my friend to draw me her picture of Channeler, but we should probably vote on Channeler's abilities and then move onto other Trainers for now (and finish up the general look of the card later).
I personally like Lick (since I doubt we'd put such a weak ghost attack on Lickitung). But a vote would be better. I think we all agree on Hex.
Is there another ability we can give her other than Lick or Protective Ward?
NightSwipe
February 3rd, 2011, 03:50 PM
I could see something like:
Resurrect
Before placing order markers, if you have a defeated Ghost Type Pokemon, you may roll the D20. If you roll 1-5, nothing happens. If you roll 6 or higher and the Pokémon is a basic Pokemon, you may remove all Wound Markers from that Pokemon's army card and place it in an empty space in your start zone. If you roll an 11 or higher ad the Pokémon is a Stage 1 Pokémon , you may place the figure back in your start zone...etc.
Thev wording isn't correct, but you get the idea. It might not fit on the card, however.
White Knight
February 3rd, 2011, 05:31 PM
I could see something like:
Resurrect
Before placing order markers, if you have a defeated Ghost Type Pokemon, you may roll the D20. If you roll 1-5, nothing happens. If you roll 6 or higher and the Pokémon is a basic Pokemon, you may remove all Wound Markers from that Pokemon's army card and place it in an empty space in your start zone. If you roll an 11 or higher ad the Pokémon is a Stage 1 Pokémon , you may place the figure back in your start zone...etc.
Thev wording isn't correct, but you get the idea. It might not fit on the card, however.
Like this?
CHANNEL
At the beginning of every round, before placing Order Markers, you may roll the 20 sided die. On a roll of 18-20, you may place 1 previously destroyed Pokemon with Ghost as one of its Types on any empty space in your starting zone and remove all wound markers from that Pokemon’s Army Card. That Pokemon is no longer destroyed.
I agree it might be best to limit it to unevolved Pokemon, but I'm not sure how to best state that.
It would be an interesting interaction with Hex.
fiddlerjones
February 3rd, 2011, 06:55 PM
I think Lick is overly complicated for a Trainer card and prefer the version with Protective Ward and Hex. Resurrect is too swingy, IMO. It would be useless most of the time, but a string of lucky rolls would be game-breaking. I would rather decide the game on something more strategy-oriented.
I think Hex is a really well-designed and flavorful ability for the card and that it should stay. I want to avoid making these trainers too complex, at least not the basic ones like Channeler.
I could see Gym Leaders giving their pokemon a special attack (e.g. Brock and Bide), but not Channeler.
NightSwipe
February 3rd, 2011, 08:46 PM
@WK: Yes, I missed that.:oops:
@Fiddler: I have to say I kind of agree. I think Hex and Protective Ward are two good, balanced powers when they are used correctly.
White Knight
February 4th, 2011, 12:09 PM
I still like Lick, but it seems I've been outvoted.
How does this card look:
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler5.png
For Protective Ward, I don't mind the first part (ignoring weaknesses to Ghost type attacks) but I'm not sure I like the automatic +1 to Defense for all Ghost pokemon. It's like a permanent Thorgrimm for all your Ghost Pokemon.
NightSwipe
February 4th, 2011, 03:56 PM
Perhaps we could edit it to only affect pure Ghost-types (the +1 bonus), although this could be a little restricting.
Either way, the only time someone is going to have an all Ghost team is in the scenario, and generally the Pokémon of the trainer will (should) be able to defeat them without too much trouble.
fiddlerjones
February 4th, 2011, 04:10 PM
The flat +1 to Ghost-type pokemon is fine, IMO. There aren't all that many, so the likelihood of a ghost-only army is low, and even if one was fielded, I imagine it would leave glaring weaknesses that the enemy could take advantage of.
White Knight
February 6th, 2011, 10:41 PM
Is Channeler finished? Are we ready to move on to another Trainer?
fiddlerjones
February 7th, 2011, 10:34 AM
I think a quick vote on the Protective Ward/Hex Channeler is in order.
Yes.
White Knight
February 7th, 2011, 11:32 AM
I think a quick vote on the Protective Ward/Hex Channeler is in order.
Yes at 40 points.
NightSwipe
February 7th, 2011, 03:41 PM
Yes at 40 points.
minimoose38
February 8th, 2011, 01:29 AM
Nice, glad to see this moving along.
Yes to the current Channeler.
White Knight
February 8th, 2011, 09:17 AM
That's 4-0 (and the Trainer Card Team only has 5 members) so Channeler passes!
Which Trainer should we do next?
fiddlerjones
February 8th, 2011, 09:32 AM
Let's try a more generic one now, like Cool Trainer or something, now that we have the idea of how to do a specific one.
White Knight
February 8th, 2011, 11:09 AM
We just did a girl, and we'll only be doing Cooltrainer female for the Master Set, so how about one of these:
Youngster
Jr. Trainer♂
fiddlerjones
February 8th, 2011, 11:48 AM
I had an idea for Youngster.
Youngster
Preferred Type: None
Youthful Enthusiasm
Basic pokemon in your army cost 10 points less. This cannot reduce a pokemon's cost below 10 points.
Cost: 0 points
I'm not sure if 10 is the right number, but basically Youngster reduces the cost of your basic pokemon and costs no points, but he takes up your trainer slot.
Kroz
February 8th, 2011, 01:54 PM
If you gave him a cost of 10 points, it would make someone want to have more than one basic pokemon.
White Knight
February 8th, 2011, 02:25 PM
Youngster
How about:
OVEREXCITED
At the start of the game, before rolling for initiative, you may move all Pokemon you control 4 spaces each.
NightSwipe
February 8th, 2011, 05:26 PM
Those are both good ideas.
I had a movement thing in mind too, although I'm not sure what to call it.
No Name
All basic Pokémon you control may move 1 additional space.
Again, kind of in theme with the whole 'young/youthful" thing.
fiddlerjones
February 8th, 2011, 05:36 PM
Overexcited seems like a bit much; we don't want Youngster to be a high-cost trainer. The suggestion of making him cost 10 points isn't bad, but if you draft him, I'd imagine you'll want to capitalize on his point reduction ability with multiple basic pokemon.
White Knight
February 8th, 2011, 08:14 PM
Those are both good ideas.
I had a movement thing in mind too, although I'm not sure what to call it.
No Name
All basic Pokémon you control may move 1 additional space.
Again, kind of in theme with the whole 'young/youthful" thing.
I'd prefer something that can be used during the game, not just at the beginning. Nightswipe's Youthful Enthusiams (+1 to Move) is pretty good.
Or how about:
Me First (or Youthful Enthusiasm)
You may add 1 to your roll when rolling for Initiative.
NightSwipe
February 8th, 2011, 09:30 PM
No Name
All basic Pokémon you control may move 1 additional space.
Again, kind of in theme with the whole 'young/youthful" thing.
Or how about:
Me First (or Youthful Enthusiasm)
You may add 1 to your roll when rolling for Initiative.
Or we could give him both and make him 20 points... ;)
But honestly, either one is fine with me.
fiddlerjones
February 9th, 2011, 09:05 AM
We could give him the point reduction ability and another ability as well, maybe the +1 move to all basic pokemon thing.
minimoose38
February 10th, 2011, 02:40 PM
The point cost reduction on basic pokemon is the perfect ability for a Trainer like this. That was a really great idea. I'm not super crazy about the initiative boost just because it seems so insignificant. Giving basic pokemon +1 move I think is better, though it will raise his cost more than an initiative boost. It would be awesome if the second power could reference Youngsters' obsession with shorts either in name or function, but that may be a bit ridiculous.
NightSwipe
February 10th, 2011, 03:05 PM
^ How about: "Pokémon of Height 4 or shorter get..."
Oh, right, like clothing. Hmmm. Yeah, I'm not sure how we would implement that... ;)
Personally, I think the point reduction and possibly the move boost should be enough.
White Knight
February 10th, 2011, 04:07 PM
How about:
Short Bonus
Pokemon you control with a Height of 3 or less may add 1 to their Move.
It's a subtle nod to Youngster's "shorts" obsession, and it adds in the +1 Move without adding a lot to his cost.
NightSwipe
February 10th, 2011, 07:11 PM
That's probably our best bet. ^
fiddlerjones
February 10th, 2011, 08:13 PM
I like it!
White Knight
February 11th, 2011, 12:45 PM
How does this look?
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/youngster1.png?t=1297446363
minimoose38
February 11th, 2011, 01:03 PM
Looks awesome White Knight. I like it a lot. Very simple looking but that works for this trainer.
Kroz
February 11th, 2011, 02:09 PM
That card looks great. I like the picture too.
NightSwipe
February 11th, 2011, 08:29 PM
:thumbsup:
White Knight
February 14th, 2011, 09:32 PM
Which Trainer should we do next? Engineer? Super Nerd? Jr Trainer (male)?
minimoose38
February 15th, 2011, 02:05 AM
I've got some ideas for Engineer if now is the time to post them.
White Knight
February 15th, 2011, 08:53 AM
I've got some ideas for Engineer if now is the time to post them.
You're the lead. Go ahead!:D
minimoose38
February 16th, 2011, 07:21 PM
Okay so for engineer I had sometihng along the lines of
Preferred pokemon: Electric/Steel
Power Surge:
when rolling attack dice for any electric type special attack, you may re roll 1 die that did not show skulls.
Quick Fix:
At the start of the round, before placing order markers, roll the 20 sided die for each steel type in your army. I you roll a 18-20, remove one wound marker from that figure's card.
Points: 20-30?
What do you think?
Kroz
February 16th, 2011, 08:17 PM
I like it. It gives power to electrical type and allows him to heal steel types.
NightSwipe
February 17th, 2011, 03:35 PM
I like it too. I think 40 Points would be good.
White Knight
February 17th, 2011, 07:11 PM
I like it too.
But I think 30 may be a little low (with basically +1 to Electric Attacks). Pikachu would get to add +1 dice to each of his Thundershocks. Maybe 40 points.
MegaSilver
February 17th, 2011, 07:46 PM
I'd say 40 points sound better on him as well.
fiddlerjones
February 17th, 2011, 09:24 PM
We could probably drop the cost back a bit if we limit the steel healing power to once per round. Maybe lower the required die roll too - seems to fit more with the "Quick Fix" theme. Overall I like the card, however.
White Knight
February 22nd, 2011, 05:35 PM
How does this look?
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/EngineerCard.png
I know the picture isn't great. It's another one that I'll have to get someone to draw--I just can't find a good Pokemon engineer picture on the internet.
minimoose38
February 25th, 2011, 01:37 PM
Engineer looks pretty good. Are we ready to move onto the next one?
gorthan313
February 25th, 2011, 02:38 PM
I'm assuming with these Trainer cards that Gym Leaders/Elite Four are going to cost more and give more powerful bonuses?
NightSwipe
February 25th, 2011, 03:31 PM
I like the Engineer as well.
And I was under the assumption that Elite Four and the like were going to provide more powerful bonuses.
gorthan313
February 25th, 2011, 03:36 PM
I like the Engineer as well.
And I was under the assumption that Elite Four and the like were going to provide more powerful bonuses.
In some cases, they probably should provide more powerful bonuses for certain types as the normal trainers do(i.e: Lt. Surge being a Super Engineer-type, and Sabrina being a super Psychic).
I do like how you guys are handling trainers! Keep it up:D!
~Gorthan, waiting for a Psychic trainer card so he can run a Team Psychic vs. Team Channeler battle(Abra line versus Ghastly line)....
fiddlerjones
February 25th, 2011, 04:10 PM
Yeah the Gym Leaders will give more powerful bonuses and will be more complex, but we have to try and keep cost down, as this is basically a figure you don't have in your army.
Also, Engineer looks solid.
White Knight
February 25th, 2011, 06:13 PM
Also, Engineer looks solid.
Good! I'll post Engineer to the first page while I get a better picture and we can move on to the next trainer...
minimoose38
March 2nd, 2011, 11:19 AM
Anyone have any ideas for a Trainer? I've got some ideas for our Juggler if no one else has anything to present.
NightSwipe
March 2nd, 2011, 03:38 PM
Go ahead and post the Juggler... It's been a while since we've had a new Trainer.
White Knight
March 2nd, 2011, 08:23 PM
I've been swamped at work, so I haven't been posting much the last two weeks. I should have more time on and off starting next week.
I have some ideas for Juggler as well. Go ahead and post yours, and I'll try to post mine in the morning or tomorrow evening.
White Knight
March 5th, 2011, 09:17 AM
My ideas for Juggler:
Preferred pokemon: None
SWITCH
Once per Round during your turn you may move one or more unrevealed Order Markers from one army card you control to another army card you control.
During one-on-one battles, you may switch out Pokemon during your turn without using an Order Marker. Transfer all Order Markers to the new active Pokemon.
Points: 40?
NightSwipe
March 5th, 2011, 10:03 AM
That's a good Juggler. I think 40 Points sounds about right.
Let's see what ideas Minimoose has.
fiddlerjones
March 5th, 2011, 10:41 AM
I really like that ability. I had been trying to think of something like that for awhile but never thought to connect it to juggler. Looks great.
minimoose38
March 6th, 2011, 01:40 AM
A Quick Switch power is what I was thinking of as well. I like the idea of switch order markers. Mine was a bit different and involved switching the positions of two of your pokemon on the field without disengagement strikes. I guess it depends which one fits the power level that we want the juggler to be at. I would see mine being more than 40 points, I think.
White Knight
March 8th, 2011, 02:21 PM
Two new Channeler cards (updated with the picture from my friend):
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler-valerie1.png
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/channeler-valerie2.png
I'm working on the Juggler card.
MegaSilver
March 8th, 2011, 04:11 PM
WK, the first Channler's background looks the best.
Kroz
March 8th, 2011, 04:13 PM
WK, the first Channler's background looks the best.
Agreed. I like the first.
fiddlerjones
March 8th, 2011, 04:19 PM
Definitely first background.
Chardar
March 8th, 2011, 04:21 PM
1st without a doubt.
minimoose38
March 14th, 2011, 11:50 AM
1st without a doubt.
Agreed. That one is better.
NightSwipe
March 14th, 2011, 03:34 PM
What they said. ^
White Knight
April 4th, 2011, 05:05 PM
Here is what Juggler looks like right now. I'll have to fix the picture a little. Other than that, any more comments? How does the rainbow border look?
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/juggler2copy.png
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/juggler.png
NightSwipe
April 4th, 2011, 05:50 PM
That looks good. The rainbow border too, I suppose, is thematic, although I could do without.
White Knight
April 4th, 2011, 06:12 PM
That looks good. The rainbow border too, I suppose, is thematic, although I could do without.
Which color would you use instead? I guess the Normal-type green color would be best, although I thought of just using the red so it looks like a Pokeball.
Scapemage
April 4th, 2011, 06:13 PM
I like the rainbow.
White Knight
April 5th, 2011, 02:42 PM
Super Nerd
http://archives.bulbagarden.net/media/upload/3/37/GenISuperNerd.png
http://archives.bulbagarden.net/media/upload/5/5b/Conway.png
I think it's time to move on to our next Trainer Card.
A Super Nerd (Japanese: りかけいのおとこ Science Man) is a type of Pokémon Trainer that first debuted in the Generation I games. They are generally depicted as skinny teenage boys, with long hair and glasses. In HeartGold and SoulSilver, they are accompanied by a remote-controlled robotic Pikachu holding a Poké Ball. The HeartGold and SoulSilver version of the Super Nerd class also resembles a skinnier version of Generation IV's Collectors.
They are very similar to Scientists.
They generally use a combination of Poison-, Electric-, and Fire-type Pokémon.
Ideas for abilities?
minimoose38
April 8th, 2011, 11:31 AM
Super Nerd
Calculated Advantage
Anytime you roll the twenty sided die you may add one to your roll. Whenever your opponent rolls the twenty sided die, you may subtract 1 from their roll.
Careful Planning
Choose one pokemon creature in your army. Pokemon with that name that you control roll 1 additional defense die against types they are Weak to.
Points: 50?
fiddlerjones
April 8th, 2011, 12:21 PM
Super Nerd
Calculated Advantage
Anytime you roll the twenty sided die you may add one to your roll. Whenever your opponent rolls the twenty sided die, you may subtract 1 from their roll.
Careful Planning
Choose one pokemon creature in your army. Pokemon with that name that you control roll 1 additional defense die against types they are Weak to.
Points: 50?
I like calculated advantage, but why not just say "Whenever the twenty-sided die is rolled, you may add or subtract 1 from the roll."
Careful Planning is fine with me too, though it doesn't say when you choose.
White Knight
April 8th, 2011, 12:29 PM
Super Nerd
Careful Planning
Choose one pokemon creature in your army. Pokemon with that name that you control roll 1 additional defense die against types they are Weak to.
I'm glad you came up with something for Super Nerd. I've been scratching my head since yesterday trying to come up with something.
I'm confused about how Careful Planning works. Normally, Pokemon roll 1 less Defense versus Pokemon they are weak against. Does Careful Planning cancel that out? Or does it cancel AND add 1 extra die?
Option 1
Careful Planning
It the beginning of the game, choose one Pokemon in your army. Pokemon with that name that you control may ignore Weaknesses when rolling Defense Dice.
Option 2
Careful Planning
It the beginning of the game, choose one Pokemon in your army. Pokemon with that name that you control may ignore Weaknesses when rolling Defense Dice and instead may roll 1 extra die when defending against a Pokemon they are weak against.
minimoose38
April 8th, 2011, 02:25 PM
Originally I had it just canceling out the Weakness die reduction but I think it actually is cooler for it to cancel out and give a bonus as your option 2 does.
The Juggler looks good. I think I like the first Juggler picture better of the two. The multicolor border is good for any of the typeless Trainers. Super Nerd's border should be Purple, yellow and red.
NightSwipe
April 8th, 2011, 03:49 PM
Originally I had it just canceling out the Weakness die reduction but I think it actually is cooler for it to cancel out and give a bonus as your option 2 does.
I think this is a good idea. So, the second Careful Planning.
The Juggler looks good. I think I like the first Juggler picture better of the two. The multicolor border is good for any of the typeless Trainers. Super Nerd's border should be Purple, yellow and red.
I was going to suggest the generic red for the Juggler's border, but when you put it this way, I suppose I agree.
White Knight
April 14th, 2011, 11:23 AM
Here is what Supernerd looks like right now:
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/supernerdcopy.png
Comments?
fiddlerjones
April 14th, 2011, 01:09 PM
It looks good, apart from the art, which we already pointed out as a concern.
Minor wording nitpick:
Careful Planning
At the beginning of the game, choose one Pokemon in your army. Pokemon that you control with the same name as that Pokemon...
Seems like a grammatical issue. You're choosing a pokemon, not a name.
White Knight
April 21st, 2011, 12:05 PM
Supernerd v2
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/supernerdv2.png
Any more comments or are we ready to move on?
(Again, I'll work on the picture later.)
NightSwipe
April 21st, 2011, 05:40 PM
I think we're ready to move on.
White Knight
April 22nd, 2011, 05:20 PM
Up next:
Jr. Trainer♂
A Camper (Japanese: キャンプボーイ Camp Boy) is a type of Pokémon Trainer that first debuted in the Generation I games. They are generally depicted as little boys in uniforms.
They raise a variety of Pokémon, mainly those that would be found in the woods.
In the past, they have also been known as Jr. Trainers♂. In Pokémon Red and Green Versions, they are called ボーイスカウト Boy Scout, although supposedly this had to be changed for legal reasons. Their female counterparts appear to be Picnickers.
http://archives.bulbagarden.net/media/upload/0/0b/GSC_Camper.png
http://archives.bulbagarden.net/media/upload/b/b7/Camper_Golden_Boys.png
My suggestions (to go with the Boy Scout theme):
Jr. Trainer♂
Preferred types: Bug, Flying, Normal
Be Prepared
You may add 3 to every initiative roll.
First Aid
Each turn, you may choose 1 Pokemon in your start zone and roll the 20 sided die. On a roll of 11 or higher, remove 1 wound marker from that Pokemon.
NightSwipe
April 22nd, 2011, 08:26 PM
I think that looks good. Maybe make the First Aid ability activate at the begining/end of the round
fiddlerjones
April 22nd, 2011, 10:48 PM
I like it. You could call it "Do a Good Turn Daily," if we want to go with the Scout slogan/motto theme... heh.
White Knight
April 26th, 2011, 11:06 AM
How does this look?
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/jrtrainerv1.png
fiddlerjones
April 26th, 2011, 11:22 AM
Trainer figure?
White Knight
April 26th, 2011, 12:04 PM
Trainer figure?
Pokemon campaigns will have non-combatant figures that travel around the maps.
One-on-one Pokemon battles will have non-combatant figures that are stationary in the start zones.
We need to state "Trainer Figures" so that Jr. Trainers can use their powers during campaigns on maps like Route 1.
Route 1
http://im1.shutterfly.com/media/47a0d824b3127ccefa1fa8b25c4800000030O00BaM2zVw5csQe3nww/cC/f%3D0/ps%3D50/r%3D0/rx%3D720/ry%3D480/
Cerulean Gym
http://im1.shutterfly.com/media/47a0d906b3127ccefae2a368116800000050O00BaM2zVw5csQe3nww/cC/f%3D0/ps%3D50/r%3D0/rx%3D720/ry%3D480/
fiddlerjones
April 26th, 2011, 04:08 PM
Makes sense then, as long as we're not planning on using figures in standard matches. I was pretty sure we decided against that. But yeah it's necessary to include the wording for when it comes up in campaign scenarios.
minimoose38
April 28th, 2011, 12:23 PM
Jr. Trainer's card card powers look good. Simple powers that will always be helpful which I think captures the trainer's theme nicely.
White Knight
April 28th, 2011, 02:46 PM
Next up: Cool Trainer♀
(after this we have only Ash and Gary left!)
Ace Trainer (Trainer class)
An Ace Trainer (Japanese: エリートトレーナー Elite Trainer) is a type of Pokémon Trainer that first debuted in the Generation I games. They are depicted as teens or young adults, and can be male or female. The title Ace Trainer is used in Generation IV and onward only; prior to this the Trainer Class was known as Cooltrainer or Cool Trainer.
They are Trainers who frequently travel around the world to meet new Trainers and take part in Pokémon League competitions. In Generation I, the Cooltrainers are shown carrying whips (which, interestingly, were also used by Team Rocket Grunts of the time). In Generations II and onward, they don't use the whip. They tend to have strange hair colors, like blue, green and purple.
They generally use strong and evolved Pokémon, have a diversified and balanced party, and their artificial intelligence is generally very good compared to other Trainer types in their games. They often have healing items like Gym Leaders and use type advantages to their advantage. They are usually seen during the mid to last part of the game in Victory Road, as they are presumably on their way to challenge the Elite Four.
Thoughts? Ideas?
NightSwipe
April 28th, 2011, 03:49 PM
Well, like your definition, they heal their Pokemon like Gym Leaders do. So maybe some sort of Healing ability?
Healing
Choose a Pokemon in your army. As soon as the chosen Pokemon receives 1 or more wounds from an opponent's attack, but is not destroyed, you may roll the 20 sided die to Heal. If you roll 1-10, nothing happens. If you roll 11-16, you may remove 1 wound. If you roll 17-20, you may remove 2 wounds.
...or something like that.
Also, the definition mentioned the Cool Trainers having better AI? So, a tactical ability...
Engage the Enemy
A Pokemon you control may move 1 additional space if doing so allows it to end its movement adjacent to any opponent's figure.
Just throwing some stuff out there. My :2cents: and all that.
fiddlerjones
April 28th, 2011, 09:13 PM
You said they tend to use evolved or strong pokemon, so what about:
Confidence
You gain a +1 bonus to initiative for each evolved pokemon in your army.
minimoose38
April 29th, 2011, 12:17 AM
I would say that if there is a non gym leader trainer to give a stat boost to their pokemon it would be Ace Trainers. As the Camper has an initiative boost I would say that the Ace Trainer should give like a +1 attack boost to some group of their army, maybe to a certain type or personality, if not the entire army.
White Knight
May 3rd, 2011, 11:30 AM
In Red/Blue/Yellow versions, Cool Trainer ♀'s use the following Pokemon:
Gloom
Ivysaur
Bellsprout
Weepinbell
Victreebel
Persian
Ninetales
Parasect
Dewgong
Chansey
Several Grass Pokemon, with some Normal, Fire, Ice, and Poison.
fiddlerjones
May 3rd, 2011, 11:46 AM
Hm, what about something like:
Confidence
Once per round, after rolling attack or defense dice with an evolved pokemon you control, you may re-roll any of those dice.
White Knight
May 3rd, 2011, 02:13 PM
Cool Trainer♀
They often have healing items like Gym Leaders and use type advantages to their advantage.
How about:
MAX POTION
During your turn, you may choose one Pokemon in your start zone and remove all damage counters from that Pokemon. Max Potion may be used only once per game.
FULL HEAL
During your turn, you may choose one Pokemon in your start zone and remove any Status Marker from that Pokemon. Full Heal may be used only once per game.
fiddlerjones
May 4th, 2011, 03:19 AM
WK: The ability names overlap with the Glyph/Item department. The abilities themselves seem powerful but extremely limiting, as the pokemon has to be in your start zone. If we get some info from the item team, it might work to just have an ability like "You start the game with a Max Potion glyph" or something.
White Knight
May 4th, 2011, 09:54 AM
WK: The ability names overlap with the Glyph/Item department. The abilities themselves seem powerful but extremely limiting, as the pokemon has to be in your start zone. If we get some info from the item team, it might work to just have an ability like "You start the game with a Max Potion glyph" or something.
I agree that it's limiting, but I was going for theme--it just doesn't make sense that a Trainer could use a Potion on a Pokemon on the far side of the battlefield.
In fact, I don't think I've ever seen a Trainer in the anime TV show use a Potion or Full Heal during a battle...
Potions
I checked back on the Items/Glyphs thread and we didn't come to a final decision. I suggested that they might need to be adjacent. Fiddlerjones said that maybe adjacency wasn't necessary.
If we don't need adjacency for items, I think we can just give Cool Trainers 1 Potion and 1 Full Heal, or maybe 1 X Attack and 1 Potion. (Or maybe all 3.)
fiddlerjones
May 4th, 2011, 12:59 PM
I agree with WK on starting Cool Trainer with items, but it needs some kind of additional ability to make it stand out as a trainer. I'm not sure if we decided you could buy items for points as well, but if you can, Cool Trainer is basically the same as buying two items. That said, we could have it be kind of a "package deal," where you give up your trainer slot and get these two items at a reduced price.
White Knight
May 9th, 2011, 04:04 PM
Options so far for Cool Trainer ♀
Healing
Choose a Pokemon in your army. As soon as the chosen Pokemon receives 1 or more wounds from an opponent's attack, but is not destroyed, you may roll the 20 sided die to Heal. If you roll 1-10, nothing happens. If you roll 11-16, you may remove 1 wound. If you roll 17-20, you may remove 2 wounds.
Engage the Enemy
A Pokemon you control may move 1 additional space if doing so allows it to end its movement adjacent to any opponent's figure.
Confidence
You gain a +1 bonus to initiative for each evolved pokemon in your army.
I would say that if there is a non gym leader trainer to give a stat boost to their pokemon it would be Ace Trainers. I would say that the Ace Trainer should give like a +1 attack boost to some group of their army, maybe to a certain type or personality, if not the entire army.
Confidence
Once per round, after rolling attack or defense dice with an evolved pokemon you control, you may re-roll any of those dice.
As for giving them items:
Potion (heals 2 wounds)
Full Heal (heals status effects)
X Items: Place on 1 of your figures for the entire battle.
X Attack - add 1 to your normal Attack
X Defend - add 1 to your Defense
X Speed - add 1 to your Move
Option #1
Give Cool Trainer ♀ a Potion, a Full Heal, and X Attack before the battle.
Option #2
Give Cool Trainer ♀ a Potion and Full Heal before the battle and give them one more ability (maybe one from above, or maybe some form of X attack for a Pokemon of a certain type).
Comments?
I kind of like Engage the Enemy.
Kroz
May 9th, 2011, 05:09 PM
I'd prefer option two.
White Knight
May 13th, 2011, 03:03 PM
How does Cooltrainer - female look?
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/cooltrainer-femalecopy.png
NightSwipe
May 13th, 2011, 07:44 PM
I think the Cool Trainer looks better with Option 2.
White Knight
May 13th, 2011, 11:28 PM
I think the Cool Trainer looks better with Option 2.
Option 2 was Potion, Full Heal, and 1 ability.
So what extra ability do you prefer? Healing? Engage the Enemy? Confidence? Some attack boost?
NightSwipe
May 14th, 2011, 11:11 AM
Oh. Right. Engage the Enemy.
minimoose38
May 14th, 2011, 03:13 PM
I think Engage the Enemy is a good way to capture the aggressive style of Ace Trainers. I like it. I don't really have an opinion on the items because I have not really looked into those but they are probably fine.
fiddlerjones
May 15th, 2011, 12:47 AM
I think Engage the Enemy is a good way to capture the aggressive style of Ace Trainers. I like it. I don't really have an opinion on the items because I have not really looked into those but they are probably fine.
Agreed.
Kroz
May 15th, 2011, 01:35 PM
Would we want engage the enemy to have maybe +2 to movement instead of just one.
White Knight
May 15th, 2011, 04:33 PM
Would we want engage the enemy to have maybe +2 to movement instead of just one.
I'd be happy with +2.
NightSwipe
May 15th, 2011, 05:21 PM
+2 is fine with me, as well.
White Knight
May 16th, 2011, 09:21 AM
Updated Cooltrainer-female card:
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/cooltrainer-femalev2-1.png
White Knight
May 16th, 2011, 03:46 PM
Any more comments on Cooltrainer-female?
Are we ready to move on to Gary and then Ash?
NightSwipe
May 16th, 2011, 10:25 PM
I think the Cool Trainer looks good. I'm ready to move on to Ash & Gary.
Kroz
May 17th, 2011, 07:46 AM
Agreed.
White Knight
May 17th, 2011, 04:14 PM
Next up: Gary Oak
From Bulbapedia:
The day he started out on his Pokémon journey, he came off as an arrogant trainer, much like his game (http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_game) counterpart, Blue (http://bulbapedia.bulbagarden.net/wiki/Blue_(game)). His chosen starter Pokémon (http://bulbapedia.bulbagarden.net/wiki/Starter_Pok%C3%A9mon) was Squirtle (http://bulbapedia.bulbagarden.net/wiki/Gary%27s_Blastoise), which was actually the same Pokémon that Ash originally wanted to start with. He even had a group of cheerleaders (http://bulbapedia.bulbagarden.net/wiki/Gary%27s_cheerleaders) who cheered him on in all his battles and would go so far as crying whenever he lost. He didn't walk on his journeys like most trainers did; instead he had his own sporty red convertible with a chauffeur. Gary loved when he got a chance to make fun of Ash by bragging about how far behind Ash was compared to him.
In his few appearances during the Johto season, he seemed to have become the complete opposite of who he was. He became polite, intelligent, and respectful to others, including Ash.
Since the very start of his own journey, Gary has shown exceptional skill as a Pokémon Trainer, catching and training an astonishing number and variety of strong Pokémon in a short period of time.
Ideas?
minimoose38
May 18th, 2011, 10:13 AM
Ideas for Gary:
Team Versatility
If your army consists of at least six different pokemon types, all evolved figures in your army roll one extra attack die.
Brutal Workout
After taking a turn with any evolved figure, you may place a wound marker on that figure and take another turn with it. You may only use this power once during a round.
NightSwipe
May 18th, 2011, 06:30 PM
I think those are good ideas. They fit Gary, and they aren't too extreme.
I don't think we need an additional ability, but if one gets replaced, might I suggest:
Competitive Spirit
If you have less points on the battlefield than your opponent, all of your Pokemon may [insert boosted ability here]
Just a thought.
fiddlerjones
May 18th, 2011, 06:58 PM
I like Nightswipe's idea. And it should be something relatively hefty, like "roll and additional attack die" or some such.
Also, let's just call them "Ash" and "Gary," to give us room to make "Ash Ketchum" and "Gary Oak" later on as "experienced" versions.
White Knight
May 19th, 2011, 09:57 AM
Ideas for Gary:
Team Versatility
If your army consists of at least six different pokemon types, all evolved figures in your army roll one extra attack die.
What about dual-type Pokemon? Does Bulbasaur (grass/poison) count as 1 or 2 types or as a unique dual-type?
If your team was:
Ivysuar (grass/poison)
Parasect (bug/grass)
Scyther (bug/flying)
Pidgeotto (normal/flying)
Kangaskhan (normal)
Nidorina (poison)
Would you get the bonus, since none match exactly?
Would you NOT get the bonus because you only have: grass, poison, bug, flying, and normal?
Also, what happens if your Pokemon are destroyed and you have less than 6 Pokemon left. Is it how many different types you start with? Or how many different types you have left?
I'll hold out my opinion on Team Versatility until we get these questions figured out, but I like Brutal Workout. It sounds like something Gary would do.
Another we might add:
Since the very start of his own journey, Gary has shown exceptional skill as a Pokémon Trainer, catching and training an astonishing number and variety of strong Pokémon in a short period of time.
Capture Skill
You may add 1 to your roll when trying to capture a wild Pokemon.
Of course, Capture Skill is for capture scenarios only, not for regular battles, but as a 3rd power maybe that's OK.
minimoose38
May 19th, 2011, 10:13 AM
I would say that team would not get the bonus becase there are only 5 types present. Also, whether or not they are alive would not change them being in your army. If you started with the bonus from your versatile army, you would get it for the whole battle. This would encourage building an actual pokemon team of different types, rather than a bunch of Pidgy's, some Pidgeottos, and a Pidgeot.
I'm fine with adding the Capture Skill as its a scenario specific power so it won't affect him in a majority of battles but it wil be a handy boost when it does come into play.
fiddlerjones
May 19th, 2011, 12:13 PM
I would say that team would not get the bonus becase there are only 5 types present. Also, whether or not they are alive would not change them being in your army. If you started with the bonus from your versatile army, you would get it for the whole battle. This would encourage building an actual pokemon team of different types, rather than a bunch of Pidgy's, some Pidgeottos, and a Pidgeot.
I'm fine with adding the Capture Skill as its a scenario specific power so it won't affect him in a majority of battles but it wil be a handy boost when it does come into play.
Minimoose's ruling sounds correct to me, but the wording is a bit unclear. I'd agree that you need a total of six types, even if you only have three pokemon who are, for example, steel/electric, bug/flying, grass/poison. And yeah, we can add Capture Skill as a third power, but maybe we should indicate that it is for scenarios only either with an icon or with text.
NightSwipe
May 19th, 2011, 03:33 PM
^ Indeed.
EDIT: Next page. -_- I agree with what was posted last on the previous page.
White Knight
June 6th, 2011, 03:42 PM
Here is Gary's card:
http://i795.photobucket.com/albums/yy234/aschlauch/Pokemon%20Trainers/gary.png
NightSwipe
June 6th, 2011, 03:48 PM
I think that's a good Gary. Only Ash left now right?
White Knight
June 9th, 2011, 09:25 AM
Ideas for Ash?
fiddlerjones
June 9th, 2011, 11:38 AM
I Choose You!
At the end of each round, you may reveal your X order marker and, if it is on a pokemon army card, take a turn with that unit.
NightSwipe
June 9th, 2011, 03:37 PM
I was thinking one or the other between these:
I Choose You!
At the beginning of each round, if you win initiative and Order Marker 1 is on a Pokémon Army Card, that figure may move 1 additional space.
Or:
Advanced Training: At the start of each round, choose a Pokémon that you control. When taking a turn with that Pokémon, if that Pokémon does not move during its turn, you may add 1 to its attack when attacking with a normal attack.
Meh. I think the first one's better (and actually makes sense). :oops:
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