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KujiUn

P:PA

Apr 7th, 2012
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  1. Pokemon: The Persona Mechanic Overhaul
  2.  
  3. About HP and SP
  4.  
  5. HP and SP are two different stats you must keep track of. Along with your basic stats, you should also write down your natural element (which is only applicable for S.Links) and your HP:SP ratio. This is a ratio which both parts are non-negative and both, when added, are equal to 10 (for example, 9:1, 5:5, 3:7). This ratio will be the growth rate of your two stats.
  6.  
  7. Hp and SP are also determinded by your stats. The following breakdown lists the benefits to your max stats based on your Persona user stats:
  8.  
  9. STR, DEX, or CON: +1 HP
  10. INT, WIS, or CHA: +1 SP
  11.  
  12. So, theorically, an average PU would have 31-33 in both stats. This, of course, implies 10s throughout the board with 4 11s, something that is almost never done in PTA (unless the trainer is headed towards MT/DW). This generation replaces the standard CON x 4 to determine basic HP.
  13.  
  14. Each TL you gain, roll 1d10 six times. For each result that is equal to or lower than the HP side of your ratio, you gain +1 Hp. For each result that is higher than your HP side of your ratio, you gain +1 SP.
  15.  
  16. Move (and Feat) Frequency Changes
  17.  
  18. Good news! All feats and moves are At-Will!
  19. Bad news: Any and all feats that weren't At-Will now have a cost to them.
  20.  
  21. For Feats:
  22. For all physical classes (that is, Ace Trainer+, Martial Artist+, and all advanced classes that have STR, DEX, and CON as the primary stat), use HP as their cost basis.
  23. For all mental classes (that is, Researcher+, Breeder+, and all advanced class that have INT, WIS, and CHA as the primary stat), use SP as their cost basis.
  24. All base classes that have both a mental and a physical stat, automatically use SP for your cost basis.
  25. There is one exception: any feat that allows you to heal automatically has an SP cost.
  26. Any feat that uses a move instead uses the move rules instead for the cost basis only. You may not consult the actual move for the actual cost.
  27. For At-Will Feats with HP Costs: if the feat is At-Will/costs HP, divide the HP cost by 2. This is the new SP cost for the feat, which replaces the HP cost.
  28.  
  29. For Moves:
  30. All moves that consult the Attack stat use HP as their cost basis.
  31. All other moves use SP as their cost basis.
  32. Again, any move that allows you to heal has an SP cost (Mega Drain, Drain Punch, Leech Life, etc.)
  33. In addition, all moves that used to be At-Will now also have a cost affixed to them.
  34.  
  35. Note: c1 represents a Daily or a Center (5 PP) use. Each should cost 30 SP, or 30% of your HP.
  36.  
  37. FUSIONS
  38.  
  39. Once a day, you can fuse two of your Pokemon with compatible egg groups together. This costs at least a full turn (coughcoughanime). When you choose your two Pokemon, that consumes your daily use. Roll a random Pokemon from the compatible egg group. If you accept, the two Pokemon you have will be fused. Roll 2d8, and on any result BUT a 2, the Pokesonas will be fused to the preview Pokemon with a lower level equal to (Average Hatch Time / 5, rounded up, but see Social Links).
  40.  
  41. HOWEVER, if you rolled a 2 on your 2d8, a Fusion Accident happens. Roll a Pokemon at random. GMs may require you to reroll legendaries. You fuse that Pokemon instead as an accident. The lower level will apply to the new Pokemon, as well as any S.Links.
  42.  
  43. S.LINKS
  44.  
  45. GM decided. Your own S.Link power is either the combined average of your S.Links so far (total S.Link ranks / 16) OR equal to another person with the same natural element.
  46.  
  47. When fusing, use your highest S.Link that the fused Pokemon has a type in for your bonus. Your bonus levels gained is equal to (S.Link level / 2 + 1), unless you do not have an S.Link for those types. In that case, the Pokemon fused gains no bonuses.
  48.  
  49. CRITICALS, WEAKNESSES, AND DIZZINESS
  50.  
  51. Weaknesses are now calculated as follows:
  52. x2 -> x1.5 and Down
  53. x4 -> x2 and Down
  54.  
  55. If a target is up and gets hit with Down, the target falls down, which grants the attacker an extra turn. Only one extra turn per attack.
  56. If a target is down and gets hit with Down again, the target is Dizzy, which does not grant the attacker an extra turn. A person who is Dizzy must skip his next turn, but unlike Flinch, that person does not lose the Dizzy status until the turn he acts.
  57. If a target is Dizzy and gets hit with Down, nothing happens.
  58.  
  59. IDENTITIES OF WILDS
  60.  
  61. A wild's identity is always hidden unless it is scanned (which takes three turns, and if all the enemies of that kind are gone, is interrupted and cancelled) or unless there is a Researcher in the party.
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