Psychic Moves, Powers, and Limitations

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atonofkittys
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Psychic Moves, Powers, and Limitations

Post: # 8357Post atonofkittys »

THANKS SO MUCH TO TDF88 FOR WRITING UP 99% OF THIS! YOU’RE THE BEST!

NOTE: GOOPP IS A REUNICLUS.


I've always figured the psychic capabilities of pixelmon work like some kind of brain muscle. Everyone has a limit, and they can't go past that limit without hurting themselves. Here are some moves that would require some clarification as to what their functions are:

Note: All Psychic type Pixelmon have telekinetic abilities that allow them to pick up and manipulate objects with their minds. However, without a move such as Psychic or Confusion, the Pixelmon will not be able to move the object very fast, use their telekinetic abilities into an attack, or easily restrain struggling things. This means that a physical-attacking Pixelmon such as Metagross can still use telekinesis but it is not as fine-tuned as a pixelmon that relies on moves such as Confusion and Psychic. If Metagross had those moves, its telekinetic abilities would improve.

Psychic Moves

Confusion: A step above a Psychic-type’s inherit telekinetic abilities. This is when a pixelmon is able to use its abilities to actually attack, rather than just lifting things up. Lifting things up and manipulating them also becomes easier on the pixelmon and puts less strain on them. A Pixelmon’s ability to lift things correlates with their special attack. Temporary stat changes don't count towards any consistent values listed here or below - if a description refers to special attack, then it uses its special attack number before any stat changes are calculated. If a pixelmon has a special attack of 100, its maximum carrying capacity is 100 pounds. Confusion has a range of 8 blocks. Lifting, throwing, and carrying things becomes harder as the Pixelmon reaches its carrying limit. You try throwing something you can barely lift up.
  • * Move: Confusion
    * BP: 50
    * Purpose:
    • - Picking things up, moving them around
      - Offensively - A blast of psychic energy hurled at the opponent
    * Range: 5 blocks
    * Limits:
    • - Special Attack = Mass of item in pounds that can be lifted
      - Throwing an object becomes more difficult as it gets closer to the carry limit
      - Picking up something becomes more difficult if the target is resisting.
Psychic: The most powerful version of telekinetic abilities. Pixelmon can lift things and manipulate them with great precision, as well as deliver powerful attacks. A Pixelmon with Psychic can lift double their special attack. If a Pixelmon has a special attack of 100, they can lift 200 pounds while using Psychic. Psychic has a range of 16 blocks.
  • * Move: Psychic
    * BP: 90
    * Purpose:
    • - Picking things up, moving them around
      - Offensively - A blast of psychic energy hurled at the opponent
    * Range: 16 blocks
    * Limits:
    • - Special Attack x 2 = Mass of item in pounds that can be lifted
      - Throwing an object becomes more difficult as it gets closer to the carry limit
Psybeam: Just a blast of energy, similar to Psychic when used as an attack. Not much else to say on this one.
  • * Move: Psybeam
    * BP: 65
    * Purpose: Offensively - A beam of psychic energy hurled at the opponent
    * Range: 10 blocks
    * Limits: N/A
Zen Headbutt: User focuses all of its willpower into its head to deliver a striking headbutt.
  • * Move: Zen Headbutt
    * BP: 80
    * Purpose: Offensively - A headbutt loaded with psychic energy
    * Range: Physical Contact
    * Limits: N/A
Wonder Room: Does not affect humans other than make them a little disorientated and queasy while inside the room.

Magic Room: Has the same effect on humans as Wonder Room.

Psycho Cut: The user fires crescent-shaped blades made of psychic energy at the opponent. These blades are like the equivalent of firing a steel blade at something.

Teleport: A IC excuse for /homes! How many people you can teleport depends on levels, though there is a set limit of how far they can go - and how many points they can teleport to. If they try to teleport more than they can possibly handle, it will likely cause brain damage.
  • * Move: Teleport
    * BP: N/A
    * Purpose: A one-way teleport itself and/or others to an anchor that has previously been set up.
    * A Pokemon may know up to two saved anchor points, that they can teleport too. It takes several hours to set one of these points up, so please keep that in mind.
    * Telport Range: 2000 'blocks'
    * Limits:
    • In order for your Pixelmon to teleport something it must be touching it.
      - Lvl x<25 = User can teleport only itself
      - Lvl 25<x<50 = User can teleport itself and one other person
      - Lvl 50<x<75 = Itself and two other people
      - Lvl 75<x<100 = Itself and three other people
      - Lvl 100 = Itself and four other people
Trick Room: With this move, a Psychic type has complete control over one's auditory, visual, and olfactory senses. If he wanted to, Goopp could use Trick Room on somebody to make them see the world upside down, hear classical music play from nowhere, and have them smell chocolate. Tom has used Trick Room when playing with his daughters to fill the room around them with vibrant colors and bubbles and gentle music. It has a range of 20 blocks, and disappears when the user is fainted or retrieved. Alongside these effects, Trick Room's mechanical effects of reversing move order still apply. How this will be enforced during an event is up to the DM's discretion.
  • * Move: Trick Room
    * BP: N/A
    * Purpose: With this move, a Psychic type has complete control over one's auditory, visual, and olfactory senses. If he wanted to, Goopp could use Trick Room on somebody to make them see the world upside down, hear classical music play from nowhere, and have them smell chocolate. Tom has used Trick Room when playing with Abby to fill the room around them with vibrant colors and bubbles and gentle music.
    * Range: Trick Room can have a range of up to 20 blocks and when it is cast, a bright wave of light expands moves outwards as the Trick Room expands. This means you cannot simply sneak up on somebody and use Trick Room without them getting suspicious. Everyone /outside/ of the Trick Room will be able to see a faint purple grid surrounding the area. When you leave the Trick Room, all hallucinations disappear immediately.
    * Limits:
    • - The Trick Room only lasts about five minutes.
      - The hallucinations in the Trick Room are just that--hallucinations. They can't touch you and they can't hurt you, and your ears won't be damaged from loud auditory hallucinations because it only messes with the way your brain processes the information.
      - Everyone in a Trick Room will experience the same hallucinations. For example, Goopp could not use Trick Room to make someone smell lemons and see only in black and white while someone else in the Trick Room is smelling ammonia and seeing the world in pastels. Everyone would either smell ammonia and see the world in pastels, or smell lemons and see only in black and white.
      - For rp situations, the Trick Room immediately ends if the user is fainted or retrieved.
      - The hallucinations of a Trick Room are limited to what the pixelmon can create with its mind. For example, if Goopp had never seen Rayquaza in his life he likely would not know what Rayquaza looks like, and therefore could not create one. If he had only seen a picture of it, maybe he could make a hallucination similar but the way it moves, sounds, and the scale of it might be wrong. Picture your Psychic type as a character when using Trick Room and deciding what a hallucination would do. Would that Pixelmon really know what it is you’re trying to create?

    Psychic Limitations

    With all of these cool moves and abilities, it is very easy for psychic types to have an advantage over other pixelmon, to the extent they could be called overpowered. In order to prevent this from happening and keep RP fighting fair and balanced, we’re going to define some clear psychic weaknesses and limitations.
    • ~ First things first, psychic powers cannot go through walls or other obstructing objects. There must be established eye contact. If an Alakazam is attempting to use psychic on your character, he/she can attempt to dodge behind something, be it a large tree, a wall, etc.

      ~ Dark types can also obstruct all psychic attacks, with no consequence. When fighting the aforementioned Alakazam, your character can have his/her Zoroark run in front to block the hit and break the line of sight. Being immune to psychic attacks, dark types can act as walls and defend their trainers or other pixelmon from psychic blasts. The dark type must be in the path of the move to block the move. If the dark type is fainted or moves out of the way, the immunity is lost. This does not mean the Zoroark can weave in and out, breaking the line of sight for a second then moving again. It has to stay in place in order to act as a wall against the attack.

      ~ Concentration is key, and if a psychic type’s concentration is broken, it ends any of their current attacks. To continue this scenario, if your character’s Zoroark were to be knocked out and the foe Alakazam then grabs him/her with psychic, there is still plenty of chance for escape! If it’s hit from the side, if there’s a large source of distraction, that kinda thing.
      • Pixelmon with a type advantage can almost certainly accomplish this.
        • - Bug-type pixelmon will unnerve psychic and dark type pixelmon, breaking their concentration. This is an inherent survival instinct in psychic and dark types. Passing glances at bugs as they skitter by in the wild can be ignored, but several bug types in one area, bugs that are large and intimidating, or bug types that are attacking, are all sufficient for unnerving psychic types or dark types. This would successfully break a psychic hold and an illusion made by Zoroark, for example.
          - Ghost types can also break concentration by either playing tricks with the psychic type’s mind, or by invading its head as an attack and causing confusion and pain. While psychic types are not afraid of ghosts at first-sight and can be ignored or otherwise dealt with, if a ghost were to start causing distracting phenomenon or attack the mind of the psychic type, it would end the psychic type’s current moves.
For any questions on Psychic types, moves, or clarification on abilities, please contact Tdf88, a Game Moderator, or any member of the Lore Team.
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