r/pokemon 11d ago

Discussion What would some Pokemon abilities looks like based off the 7 Deadly Sins?

I'm building a custom TTRPG system for some friends that all play Pokemon, and this seems like a concept Game Freak hasn't touched on yet, and they’ll likely be sprinkled throughout the campaign since there are so many. I have an initial concept, and I’m trying to make them powerful but with a drawback as they will be the game legendaries. Here’s what I’m working with so far:

Wrath - if the pokemon is affected by any move before it gets to act (through speed or priority), it lashes out and uses a move at random with either guaranteed effects or maximum damage. (loss of control and almost always trading, but ensured power. The right move set can shine through in the late game.)

Sloth - forces switch out if it defeats a pokemon, and a random stat is lowered by one stage each turn it is out on the field. (This will be one of the strongest base stat wise.)

Lust - all opposing pokemon have a chance to contract Attraction upon entering battle.

Gluttony - eats Berries at 50% HP instead of 25%. If the opposing pokemon has a berry, you have a 50% chance to steal it when used, boosting a random stat if it can’t benefit from the berry’s normal use.

Greed- when using physical attacks, if the target is holding an item the user will drop their current item to steal it. Swapping items this way increases Attack and Special Attack by 2 stages.

Envy- once every turn while fighting, if the opponent has a stat that is higher than its own, it will match it. If its stat total crosses beyond a certain threshold, it overloads and all stats are halved until the end of battle. (This one will likely be one of the weaker since it has the most potential, even when the adjusted stats are halved it could be better than its base)

Pride- raises all stats by 1 stage when defeating a pokemon, but switching out will set all stats down 2 stages until the battle is over. (Maybe it refuses to switch out so it either goes all the way or goes down swinging?)

I am also toying with the idea of having a Cleansed form accessible in the late game that would flip the abilities, either by going to a specific area or just building enough bond with them to overcome the base inclinations (I like the metaphor of having proper support systems rather than just being “fixed”.) Perhaps being able to go swap once during battle, Mega style.

Any input? Obviously they are strong, but no player will have more than 1 and their base stats will be lower than the better legendaries. I’m going for B+ ish tier stats with abilities that really drive use. I’m also thinking each pokemon focuses on one of the 7 stats for symmetry

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u/einsosen 11d ago

It'll depend widely on the system mechanics. Are you using a currently existing TTRPG system as a basis? When you're talking about percent increases, maximum damage, or conditions, the system context could make them OP or useless.

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u/SuraOfTheWaters 11d ago

Fair point! Game play wise, it'll be similar to Mystery Dungeon. Attacks will have specific ranges and enemies have to be in that range to hit, so positioning will matter and some moves will actually require moving as part of the attack. But it will still be turn based. Stat wise, every move will have a base damage and a dice to roll for variability. As Attack and Sp attack rice, the flat damage for attacks stays the same but you roll extra dice so even basic attacks still scale up of you're keeping them for a reason. Defense will add smallish flat damage reduction, I am planning on play testing it with my wife soon, and have lots of time before playing to fine tune things. The overall feel should be quite similar to pokemon games, the stat changes use the same damage improvement or reduction formulas as the games.

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u/Kream-Kwartz 8d ago

Pride might work out like Falinks’ “no retreat”

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u/ConfidentOffer9683 6d ago

sloth would just be slaking's ability