For the past little while, Pseudonym has been posting various Pokemon moves as GURPS Sorcery spells whenever he gets stuck for something else to say.
Along with Smudge’s continuing Pokemon Go adventures, and now the both of us playing the more recent 3DS games, it’s left me wondering just how to emulate the game relationships in a more full fledged system. It’s not too hard for GURPS: each Type is a meta-trait that defines the vulnerabilities and resistances, and then the moves get a type Power-modifier to hook into that.
To keep things from getting absolutely humongous, this is just my general thoughts on how to get the creatures to work, without trying to figure out a proper campaign framework. Don’t expect to see a second pass.
The general Pokemon meta-trait looks like this:
IQ -2 [-40], Hard to Kill 1 [2], Hidebound [-5], Social Stigma (Valuable Property) [-10] = -53
This gives an average Pokemon an IQ of 8 (a bit slow or simple, but quite able to understand what all these humans are doing), and a 6- roll to come up with something new (which is fine out in the wild, where instinct is all you need, but in a Poke-battle against a new opponent you want a trainer calling out instructions). Hard to Kill helps with generally ‘non-lethal’ nature of Poke-fights, but if you want to emulate the setting, you should use as many non-lethal ‘switches’ as possible (no bleeding, no crippling… and possibly rule everything automatically falls unconscious at 0 HP; the TV series especially is a Bonk-only universe).
The brute-force method is to define a meta-trait for each Type with Injury Tolerance: Damage Reduction (2) (Occasional) for each Type ‘not very effective’ against it, and Vulnerability, x2 (Occasional) for each Type that is ‘super effective’ against it, which are worth 20/-20 points each. To emulate the fact that Pokemon are better at moves of their own Type, the meta-trait should also have two levels of [Power] Talent (5 points/level) for the appropriate Type. So a Type is worth 10 points + (very effective – super effective)*20. (As a quick example, Fire Type is 2 levels of Fire Talent [10], Damage Reduction vs Bug, Fairy, Fire, Grass, Ice, and Steel [20 x 6], and Vulnerability to Ground, Rock, and Water [-20 x 3], for a total of 70 points.)
This reverses the normal situation in GURPS, where the limitations on a Power are usually built into the power modifier, but here the meta-trait defines what you’re vulnerable to. While this does get most of the effects (immunities would still be part of the power modifier), they can also be modeled by more general ideas, though they may not be as systemic as this.
The obvious reworks are that Normal Type shouldn’t be a meta-trait at all—they’re just ‘normal’—and Ghost Type includes Insubstantial (Affect Substantial, +100%; Always On, -50%) [120], and most power modifiers include ‘Affects Insubstantial’ for +20%. And the Ground power modifier gets ‘Accessibility: Target is on the Ground, -20%’ (as opposed to ‘Not Flying Type’, which would be the normal way to represent an immunity in the brute-force approach). The odd part is that Ghost Type attacks can’t affect Normal or Fighting (which seems like Insubstantial Only) but do affect everything else, so that’s ‘Affects Substantial (Not Normal, Fighting), +35%’… and have fun explaining it.
Another obvious idea is to have Fighting Types use an actual unarmed MA style, but that’s beyond my GURPS knowledge. Going further, you can start representing a lot of these effects by making sure to build them into the abilities, like representing the vulnerability of Flying Types to Ice simply by making sure that all Ice abilities cause problems for flight (reduced visibility, Side Effects that shut off Flying from icing up, etc.), but that would be relatively tricky.
Purely physical moves (Tackle, Pound, etc.) should be represented with some innate unarmed skill. Moves with low PP scores should cost an FP to use (or more). Optionally, all moves can cost Fatigue (akin to Sorcery), but that’s probably a bit much (and would demand the use of Energy Reserve and the like).
And then the fun part is figuring out the game-stats all the wildly varying physical forms of Pokemon out there. So here’s some sample writeups, that don’t try to account for differences in the in-game stats like speed and attack power:
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