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[Poké] The Last Sane Pokémon

MarshmallowMarshmallow Registered User regular
edited December 2011 in Critical Failures



Link to New Rules
PMDDScreen.png

PMDDScreen2.gif

BlankPurp.png What the...?
PMDDScreen3.gif

BlankPurp.png Where... where am I?

MarshAV.png Welcome!

BlankPurp.png Who are you? Where is this?

MarshUguu.png I'm a GM, or Game Master, and this is a Portal to the World of Pokemon!

BlankPurp.png ...Okay?

MarshSkeptical.png Obviously, you can't just waltz in looking like that though, we're going to have to make you a character!

BlankPurp.png Uh, if you say so, I guess. How do I do that?

Marshfgdgs.png First thing, you ought to pick what Pokemon you'd like to be! If you know what a "Starter Pokemon" is, one of those would be great, or really any Pokemon that evolves twice. If you want to be something else that's perfectly okay too, as long as it isn't a Legendary Pokemon or whatever.

BlankPurp.png Legendary Pokemon?

MarshSkeptical.png Oh right, if you don't know what Pokemon are, or just want to see what I think, you can answer the Questionnaire right here and I'll let you know what you ought to be (and maybe even make you a whole character, if you like).
1.) What's your favorite breakfast food?

2.) You run into two scary looking people walking down the street and they don't look happy to see you, what do you do?

3.) Your friend is in trouble, how long would it take you to go help them?

4.) Your enemy is in trouble, would you help them?

5.) What's your favorite color?

6.) What kind of music do you like?

7.) What do you want to be when you grow up?

8.) One of your friends just played a dirty trick on another friend of yours without them knowing. What do you do?

9.) You need to split a cake between 2 friends and yourself, how do you do it?

10.) You realize you have nothing to do today! What's the first activity that pops into your head?

11.) Who is the best person ever?

12.) There is a Pokemon Roleplaying game recruiting on a forum you read. Do you apply to play in the game?

BlankPurp.png Alright... and when I know what I want to be?

MarshUguu.png Well, next you get to choose what Class you want your Pokemon to be. Each Class is a simplified version of an Elemental Type so you should choose a Class that is the same Type as the Pokemon you chose. You get the Class' Inherent Ability, and may choose one of their other Abilities to start off with. Also be careful you don't pick the same Class as someone else who is joining us, as one of you will probably get left behind when we start the game! The polite thing to do is follow the rule "First Come, First Served" in regards to Classes.

See next two Posts for Classes!

BlankPurp.png What's a "Limitation"?

MarshAV.png The Limitation is only a roleplaying suggestion. If you want to, you can ignore it, or change it entirely into something you think would fit who you're playing better!

BlankPurp.png What if I don't like all my Class Abilities?

MarshAV.png Not to worry! Every level you get a new non-inherent Ability, and you can choose that Ability from any Class. You need only make sure you have more Abilities from your Class then Abilities from other Classes.

BlankPurp.png So I can choose any Ability from any Class I want when I turn Level 2?

MarshUguu.png Exactly! When you turn level 3 you'll have to pick another Ability from your Class, though. Also you should probably make sure any Ability you take fits the Pokemon you are playing. This takes a bit of common sense but I will always be around to provide advice (and houserulings, and entirely new sets of rules) if you need it.

BlankPurp.png Am I done now?

MarshAV.png Far from it! We need to calculate your Attributes now. To do that you roll 2d10 and add the results together, do this six times then consult the chart below.
5 or lower: -2
6 to 8: -1
9 to 11: 0
12 or 13: +1
14 or 15: +2
16 or 17: +3
18 or 19: +4
20: +5

You put one of each of those six bonuses (or penalties!) into either Brawn, Cunning, Daring, Commitment, Charm, or Awareness. Don't worry about having low scores or putting them in the wrong spot. Attributes matter mostly for Checks outside of Combat and Abilities (and for Abilities you can easily see what kind of Attributes you want by reading the description).
Brawn - Body size, buffness, and physical intimidation
Cunning - Trickery, sneakiness, doing stuff others are trying to prevent
Daring - Courage, facing your fears and and attempting dangerous stuff without hesitation
Commitment - Devotion and intensity, catch-all saving throw, shrugging off magic and other wiles
Charm - Social Aptitude, ability to inspire or encourage pokemon to see things your way
Awareness - Alertness and perception, reflexes, "reading between the lines"

BlankPurp.png What if my scores are... really low?

MarshIDontEven.pngThen reroll them, silly.

BlankPurp.png Done yet?

MarshAV.png Almost, now we pick your Pokemon's starting Tactic and Resilience Class. Your Pokemon's starting Tactic is the Style and Elemental Type of attack to which they default. Your Resilience Class is how easily your Pokemon can avoid Damage to his or herself.

Choose one of the following styles, and one of the 17 Elemental Types. This is your first Tactic! You'll get more of them later. If you want to use a Heavy Style, you must have a Brawn of at least +1, and if you want to use a Super Heavy Style, you need a Brawn of at least +2.
Light - Light Tactics favor fancy footwork, quick jabs, and accurate, probing attacks.
  • 1 Damage
  • A Light Tactic rolls 3d10 instead of 2d10, and ignores the lowest value die.
  • +2 Bonus when used in Tight Arenas, that are narrow and limit movement.
  • Examples: Scratch, Shadow Punch, Faint Attack, Doubleslap, Fire Spin, Poison Sting

Reach - Reach Tactics use long limbs, agile vines, or similar to keep the opponent away and block incoming attacks.
  • 1 Damage
  • As long as you use Reach Tactics, your RC is increased by one category.
  • +2 Bonus when used in Hazardous Arenas, where footing is difficult or visibility is limited.
  • Examples: Ember, Acid, Bubble, Vine Whip

Ranged - Ranged Tactics are fast and damage the opponent from a great distance away.
  • 1 Damage
  • Ranged Tactics can target opponents in adjacent Arenas as well as the one the user is in.
  • +2 Bonus when used against a target who is in an Open Arena, which is wide open and has little or no cover.
  • Examples: String Shot, Thunderbolt, Flamethrower, Water Gun, Egg Bomb

Heavy - Heavy Tactics are strong, bold attacks that deal massive damage to your opponent.
  • 2 Damage
  • Uses up 1 Strength as long as it's known.
  • +2 Bonus when used in Dense Arenas, that are crowded and have lots of smashable terrain.
  • Examples: Waterfall, Headbutt, Sky Uppercut, Dragon Claw

Super Heavy - Super Heavy Tactics are all-out, overwhelming attacks.
  • 2 damage (sometimes 4)
  • Uses up 2 Strength as long as it's known
  • Beating an opponent's RC by 5 or more increases the Damage to 4.
  • +2 Bonus when used in Dense Arenas, that are crowded and have lots of smashable terrain.
  • Examples: Hydro Pump, Fire Blast, Hyper Beam, Thunder

Note: When a Pokemon uses a Tactic that is the same Type as their Class, they receive a +1 attack bonus. (STAB)
Note: Super Effective Tactics deal 1.5x Damage, rounded up. Not Very Effective Tactics deal 0.5x Damage, rounded down.
Note: The first d10 you roll in an attack is a "Critical Die". If it comes up a "10" you Crit and deal an extra point of Damage!

Choose one of the following Resilience Classes. This is your Resilience Class or RF! You'll be able to change it later, if you want. If you want to be Heavily Resilient, you must have a Brawn of at least +1, and if you want to be Super Heavily Resilient, you need a Brawn of at least +2.
Not Resilient - 8 RC - This Pokemon is a bit soft-skinned, and is easily damaged. However its sheer badassery assures that it gains 2 Voltage every time it survives a Battle (this is a very good thing).

Somewhat Resilient - 10 RC - This Pokemon has average defenses, just enough for it to maintain its mobility.

Heavily Resilent - 12 RC - This Pokemon is well-protected, and has a good chance of shrugging off attacks, but takes a -2 to all checks to accomplish something tricky or Sneaky. Uses up 1 Strength.

Super Heavily Resilient - 14 RC - This Pokemon scoffs at attacks, laughing off all but the most accurately placed attacks, but takes a -5 to all checks to accomplish something tricky or Sneaky. Uses up 2 Strength.

Note that Brawn requirements stack. If you want to be Super Heavily Resilient and use a Super Heavy Tactic, you need a Brawn of at least +4!

BlankPurp.png Alright, all finished!

MarshUguu.png Perfect! Post everything you got right here in the thread and wait patiently, your journey will begin in just a couple days. If you have any more questions, post them in the thread and I will answer them as swiftly as I can.

BlankPurp.png Wait, is this really all I need to know? How will I attack? How about evolving, and what's "Voltage"? How much HP do I haaaaaaaave?

MarshIDontEven.png Calm down, calm down. Once we actually start playing I'll reveal the rules as they become relevant. If you want to get a headstart and delve deeper into the rules I'll be using, take a look at this and this. That should confuse you nice and good.

Marshmallow on
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Posts

  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    Classes: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, and Steel
    NORMAL

    Inherent - Super Luck: You have the capacity for great fortune. Once per game session you get an automatic success on any Cunning or Daring Check, or on a single attack roll.
    Limitation - No Respect: Other Pokemon can't see past your plain nature. You will often find yourself ignored, or not being taken seriously.

    Stylish - Constant Ability
    • You are intimately familiar with a Tactical Style (Light, Ranged, etc), any time you use that Style all of your Attack Dice are Critical Dice. If you decide to take up a new primary Style, you may adjust this Talent towards that Style with one week of training.

    Friendly - Constant Ability
    • Non-hostile Pokemon tolerate your presence, and often won't mind sharing a bit of food, giving directions, or offering a safe place to nap so long as you are respectful and polite. You may ask more difficult tasks of them but they probably won't be too keen on helping.

    Normalize - Immediate Action, Usable once per Arena
    • Your next attack is considered to be the same Type as your Class, regardless of your current Tactic.

    Connected - Focused Ability, Once per Rest
    • You may introduce NPCs for only 1 Voltage instead of 2.

    Multi-talented - Constant Ability
    • Choose another class. When you spend 3 Voltage to use an Ability you don't know, you may pick Abilities from that Class as well as your original Class.


    FIGHTING

    Inherent - Martial Artist: Whenever you roll to Impede, Push, or Throw, you add 2 to the total. Your starting Daring is increased by 1.
    Limitation - Upkeep: Staying fighting fit requires constant focus, training, and practice. Most of a your free time is spent honing their forms, stances and movements.

    Showoff - Focused Attack, Usable once per Arena
    • By making a Focused Attack you can attack an opponent in an interesting, or unexpected way. A successful attack deals an extra point of Damage, and also deals a Cool Effect such as knocking them down, embarrassing them, or giving them an awful scare.

    Clever Feint - Immediate Reaction, Usable once after Rest
    • You can give up an existing action to automatically succeed at Impeding someone in your Arena, and doing so trips them up enough that their next roll is made at a -1 (don’t forget to remind the DM).

    Stunning Blow - Special Attack, Usable once per Arena
    • If you are currently using a Heavy or Super Heavy Style Tactic, you may make a Special Attack that makes an enemy Cringe, preventing them from using an Attack action in this round or the next if it successfully deals damage.

    Clash - Immediate Reaction, Once Per Rest
    • If you Attack an opponent and they also Attack you, make a Commitment Check +2 vs. their Commitment. If you win, you hit them and they miss you. If you lose, they hit you and you miss.

    Battle-scarred - Constant Ability
    • You've been through some nasty battles and look the part. You start off with 7 hit points instead of the usual 5, and you gain a +2 bonus to Charm rolls to intimidate an Opponent.


    FLYING

    Inherent - Winged: You are immune to being Impeded by Pokemon not currently using a Ranged Tactic. You cannot be Cornered.
    Limitation - Predatory: Other Pokemon find you a bit... bloodthirsty. Your ruthless nature and love of a good (preferably one-sided) fight gives other Pokemon reason to find you a distasteful associate.

    Flight - Constant Ability
    • You will usually have access to the "Open Air" Arena. In addition, you won't often need to make a Check to access any Arena.

    Agility - Double Action, Usable once per Arena
    • You may make two Move actions this turn and opponents have a -2 to their Daring Checks to Impede you.

    Tailwind - Focused Ability, Once per Rest
    • A bolstering breeze is stirred up in your current Arena. Until the end of the Combat, you and all of your allies in that Arena gain a +2 Bonus to their Initiative Checks.

    Sky Drop - Immediate Reaction, Once per Rest
    • After dealing Damage with a non-Ranged attack on an opponent in the same Arena, you may Push the target into an adjacent Arena, moving along with them.

    Aerial Ace - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you may make an Immediate Move action.


    POISON

    Inherent - Infectious: You are immune to Poison. Increase your starting Cunning by 1.
    Limitation - Odious: Something about your personality (or body odor) puts other Pokemon off. They don't want to be near you, and if they must put up with your proximity for long they head straight for the bath afterwards.

    Devour - Constant Ability
    • You can eat anything. Anything. You can retrieve it later too, so long as you don't mind getting a bit messy. You may even eat other Pokemon as a Focused Attack, provided they are small enough and you succeed at a Brawn Check vs. their Brawn or Daring.

    Corrosive - Special Attack, Once per Arena
    • If it succeeds in dealing damage, your attack automatically destroys any Shielding or Armor the target has, and does full damage.

    Self Destruct - Special Attack, Once per Rest
    • You explode, instantly KO'ing yourself and dealing Damage to everything in your current Arena equal to double your HP before you used this attack. Pokemon who make a successful Daring Check vs. your Daring +2 only take half that Damage instead, rounded down. The current Arena also becomes Hazardous.

    Corruption - Focused Ability, Once per Rest
    • As a Focused Action, you can change the Terrain of your current Arena into Hazardous Terrain.

    Poison Point - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you may Stagger the target. A Staggered Pokemon takes a -2 penalty to all Checks until the end of the Combat.


    GROUND

    Inherent - Grounded: Ground types are doughty and resilient. You cannot be Pushed. Increase your starting Commitment by 1.
    Limitation - Stubborn: You loathe being told what to do and how to do it. It's not unusual for you to intentionally subvert orders you're given, or stubbornly hold your ground over a silly disagreement.

    Tunnelsense - Constant Ability
    • You can never get lost underground, and if faced with multiple tunnels can always sense which one leads to the surface quickest. Any Awareness Check you make relating to stone, dirt, or terrain gains a +4 bonus.

    Arena Trap - Focused Ability, Anytime
    • You lock down a Tight Arena you are currently in, you may force anyone attempting to move into or out of it to pass a Brawn Check vs. your Commitment.

    Burrower - Constant Ability
    • You will usually have access to the "Underground" Arena. In addition, you won't often need to make a Check to access any Arena.

    Fissure - Focused Ability, Once per Rest
    • You rig your current Arena to collapse in a shaking, quaking catastrophe. At the End of the next round, the Arena collapses and is destroyed, dealing [5] Damage to everything inside it and ejecting all Pokemon within to a random adjacent Arena.

    Mud Shot - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you may give the target a -5 Initiative penalty until the end of the Combat.


    ROCK

    Inherent - Direct: Rock Types don't mess around. Every roll you make to hit something gets a +1 added to it. Increase your starting Brawn by 1.
    Limitation - Thoughtful: You aren't one to rush into things, and you prefer to take time to reason things out before acting. Other Pokemon might consider you a bit dull or slow because of it.

    Shielded - Special Defense
    • You have thick hide, hard scales, or some other protection from dire harm. Any time you take damage, you may sacrifice your Shielding to reduce the damage to 1. Sacrificed Shielding can be recovered, repaired, or healed with a Day's Rest.

    Rock Polish - Immediate Action, Once per Rest
    • For the rest of the encounter, you gain a +5 Bonus to Initiative Checks.

    Stoneshape - Focused Ability, Once per Rest
    • As a Focused Action, you can change the Terrain of your current Arena into Dense Terrain.

    Rock Head - Constant Ability
    • When you use the Defend or Protect Action, ignore the first point of Damage dealt to you that round.

    Head Smash - Immediate Reaction, Once per Arena
    • When you succeed on a Push Action, deal [1] Damage to every pokemon you Pushed.


    BUG

    Inherent - Insectoid: A Bug Type's sharp eyesight ensures they are always in tune with their surroundings and they are brave and loyal to their allies. Increase your starting Awareness by 2 and your starting Commitment by 1.
    Limitation - Outcast: You left behind, or were kicked out of, an extremely tightly-knit family, group, or swarm. The loss of your former comrades wears on your nerves, and Pokemon will recognize you as an outcast.

    Attack Order - Non-Combat Talent, Usable once after Rest
    • You may spend a few minutes making an impassioned speech to inspire those around you to great deeds. This grants allied Pokemon in your Arena either a +2 bonus to Daring, or a +1 bonus to attack rolls for the next hour, or may be used to inspire a Pokemon or group of Pokemon to see your side of things (a +5 bonus to a single Charm roll).

    Heal Order - Focused Ability, Usable once after Rested
    • You minister to your own wounds, or that of a Pokemon in the same Arena. If the target is down to 2 Hit Points or less, you heal them up to 1 Hit Point Less then their maximum.

    Hivefriend - Constant Ability
    • You are instantly familiar with any Bug Type you meet, and they will be at least passingly familiar with who you are. Bargaining with Bug Pokemon for information, items, or other services is a cinch, as they will often be happy to help a fellow member of the Hive.

    Forage - Constant Ability
    • You can sniff out or otherwise sense nearby sources of food, water, and shelter. By merely taking a moment to focus, you can sense whether or not these amenities exist nearby. By taking the time to make an actual Awareness Check, you can pinpoint the direction and distance to the source.

    Leech Life - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you may heal 1 Hit Point.


    GHOST [?]

    Inherent - Intangible: You can phase through thin walls and floors and other materials no more than a couple inches thick.
    Limitation - Mean-Spirited: You have a hard time resisting the temptation to commit awful pranks. Other Pokemon consider you a huge prick.

    Skullduggery - Focused Ability, Once per Arena.
    • You can trick an opponent into abandoning their post or falling into a trap by tossing some food or making a spooky noise. By succeeding at a Daring Check +2 vs. either their Awareness or Commitment (their choice), you lure the opponent an Arena to which they have access.

    Empath - Constant Ability
    • You can sense a Pokemon's general mood and state of mind. By taking the time to make an actual Awareness Check, you can make more accurate predictions as to the Pokemon's emotions and their cause.

    Will-o-Wisp - Focused Ability, Once per Rest.
    • You can summon a floating light source that responds to your mental directions, including moving around and changing its brightness. You may throw the light at an opponent in your Arena to automatically deal 2 Damage.

    Pain Split - Focused Attack, Once per Rest
    • Choose two targets in the same Arena as you (including yourself). The targets' Hit Points are added together, then evenly split between them. You may choose whether to round up or down.

    Curse - Focused Attack, Once per Arena
    • You automatically hit an enemy in your Arena or an adjacent one, dealing [2] Damage. By taking 1 Hit Point of Damage yourself, you can increase the Damage to [3].


    STEEL [?]

    Inherent - Hardened: A Steel Type always puts up a solid defense. Your Armor Class is increased by 1.
    Limitation - Dense: You're set in your ways, and don't like new developments. Startling revelations are met with skepticism and distrust, and if you go along with a cunning, novel plan, it will only be begrudgingly.

    Armor Plating - Special Defense
    • You are heavily protected by thick plates of armor. Any time you take damage, you may sacrifice your armor to reduce the damage to 1. The first time you do this, your armor becomes Damaged, the second time you do this, your armor is Broken. Damaged armor may be healed or repaired after a short rest, Broken armor requires a Day's Rest before it can be recovered. So long as you have un-Broken Armor, you cannot use Super Heavy or Ranged Tactics, and you use up 1 Strength.

    Guardian - Special Defense, Once per Arena
    • When you use the Protect Action, your Resilience goes up one stage, just like if you used the Defend Action.

    Spikes - Focused Ability, Once per Rest
    • You litter your current Arena with sharp caltrops. Anyone entering this Arena must succeed at a Daring or Commitment Check vs. your Cunning +2 or else take [1] damage.

    Bullet Punch - Immediate Action, Once per Rest
    • Your next Attack ignores Initiative and will always go first. If other Pokemon also use Bullet Punch in the same round, roll a separate Initiative Check for them that takes place before the regular Initiative Check.

      Sturdy - Immediate Reaction, Once per Rest
      • When you are First reduced to the "Messed up and Hurting" HP level, cancel the rest of the Damage that would be dealt to you by that attack.

    Marshmallow on
  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    Classes: Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark
    FIRE

    Inherent - Flash Fire: If subjected to excessive heat or Fire Type Damage, you are invigorated and gain a +1 Bonus to Damage until the end of the Combat. Increase your starting Daring by 1.
    Limitation - Hot Blooded: You have a difficult time keeping your emotions in check. Trying to hold back only makes the inevitable explosion all the more potent.

    Belly Drum - Immediate Action, Once per Arena
    • You may take up to 3 Damage immediately, your next successful attack gains a Damage bonus equal to the Damage you dealt yourself.

    Scour - Constant Ability
    • Your attacks deal an extra point of Damage to targets who are Somewhat Resilient or less, and also have no Shielding or Armor.

    Rivalry - Immediate Action, Once per Rest
    • You mark a foe as your rival for this fight, gaining a +1 bonus to attacks against them. If anyone other then you deals the KO blow against your Rival, or they escape, you take a -1 penalty to all rolls until you next Rest.

    Elemental - Constant Ability
    • When you use a Tactic that is the same Type as your Class, you receive a +1 Damage bonus

    Focus Energy - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you deal 2 extra Damage instead of 1.


    WATER

    Inherent - Water Absorb: If submerged in water or subject to Water Type Damage, you gain a +1 Bonus to Attack until the end of the Combat. Increase your starting Commitment by 1.
    Limitation - Thirsty: You need a lot of water to get through the day. Going without hydration for longer than a couple hours makes you a tired, irritable, and cranky companion.

    Slippery - Immediate Reaction, Once per Arena
    • The first attack against you during a round you've spent Moving automatically misses, but you cannot choose the Move action on the following round.

    Aqua Ring - Immediate Reaction, Once per Arena
    • You may heal a point of Damage you've just taken for only 1 Voltage instead of 2.

    Shell Break - Focused Ability, Once per Rest
    • Reduce your Resilience Class by one stage, and increase your Attack Bonus by 1 and your Initiative Bonus by 2. You may choose to reduce your Resilience Class by two stages instead, if so the Attack Bonus is 2 and the Initiative Bonus is 4.

    Brine - Focused Ability, Once per Rest
    • You focus yourself towards taking down enemies who've already been wounded. Your attacks against Opponents who have half or less of their HP remaining gain an Attack Bonus of 2 and deal an extra point of damage.

    Aquatic - Constant Ability
    • You can probably breathe water and certainly stay submerged more or less indefinitely. You can also swim through liquids faster than most land-based Pokemon can run, and gain a +5 bonus to Initiative while Battling underwater.


    GRASS

    Inherent - Photosynthesis: You don't need to eat so long as you can sunbathe for a couple hours every day. You still need to drink (not as much as other Pokemon, though). For you, a Short Rest will always heal at least 1 Hit Point, even if you you are at "Nasty Hit" or worse on the Damage Track.
    Limitation - Thermosensitive: This Pokemon is highly attuned to changes in temperature, and will get very uncomfortable in overly hot or cold enviroments.

    Mega Drain - Immediate Reaction, Once per Rest
    • After dealing Damage with an attack, you heal an amount of Hit Points equal to the Damage you just dealt.

    Vine Whip - Special Attack, Once per Arena
    • You may make a Special Ranged attack against an opponent in an adjacent Arena. If it hits, you may force the target into your Arena.

    Ingrain - Focused Ability, Once per Rest
    • You ingrain yourself into the ground. You cannot take Move Actions or be Pushed or Thrown. At the start of every round, if you have taken 2 or less Damage, you heal 1 Hit Point Damage.

    Cotton Guard - Immediate Ability, Once per Rest
    • Give up your action to nullify all Damage dealt to you during the current round.

    Spore - Focused Ability, Once per Arena
    • You fill your Arena with a cloud of concealing Spores. All Pokemon in the arena who wish to attack must succeed at an Awareness Check vs. your Cunning first.


    ELECTRIC

    Inherent - Battery: If subjected to a strong electric charge or Electric Type Damage, you gain a +2 Bonus to Initiative until the end of the Combat. Increase your starting Daring by 1 and your Initiative Bonus by 2.
    Limitation - Erratic: You are full of energy, and have difficulty keeping your mind to one task for too long.

    Twitchy - Immediate Reaction, Anytime
    • Whenever you are surprised by something or someone, you get to add a +2 bonus to the next roll you make so long as it happens directly afterwards.

    Charge - Special Attack, Once per Arena
    • You may make a Focused attack with your current Tactic that deals an extra 2 Damage.

    Steady Aim - Delayed Attack, Usable once per Arena
    • Any Delayed Attack you make with a Ranged Tactic gets a +2 bonus to the attack roll if it's not interrupted during the Attack turn. Outside of Combat as long as you aim for at least a minute at something you can see, you automatically hit. You still may roll your Attack to check for a Critical Hit or bonus Damage from a Super Heavy Tactic.

    Quick Attack - Double Action, Once per Arena
    • You may make a Move action and an Attack action in the same round, with a +2 bonus to the attack

    Fast Escape - Immediate Reaction, Once per Arena
    • After a successful Attack action, choose a willing ally in an Adjacent Arena. Switch places with that ally.


    PSYCHIC

    Inherent - Telepath: You may speak with other Pokemon in your sight without uttering a sound, and they may mentally respond whether they can see you or not.
    Limitation - Subtle: You are naturally illusive, keeping your counsel close, and finding it irresistible to speak cryptically at times. Other Pokemon don't often find this uncooperative behavior endearing.

    Telekinetic - Focused Ability, Once per Arena
    • By applying the power of your mind, you can cause several small objects to hover around you, floating gently or even moving quite vigorously if you concentrate. If you successfully cast the spell in combat, it increases your Resilience Class by one category until you take Damage from a successful attack.

    Oracle - Special Ability, Anytime
    • You have a talent for divining, and can dredge up useful facts after some meditation. By spending a few minutes in contemplation, you always know a single important fact about any given subject either given to you by the GM, or made up on the spot (and approved by the GM).

    Hypnosis - Focused Ability, Once per Rest
    • You have the ability to hypnotize a number of foes, and lull them into a defenseless sleep. You may make two opponents or any number of Minions in your Arena that can hear you fall asleep by making a successful Charm test vs. their Commitment. They'll sleep through any noise but a swift shake or slap is all that's needed to awake them.

    Barrier - Focused Ability, Once per Rest
    • Your current Arena is bathed in a light glow. You and each ally inside the Arena gain Shielding as per the Rock Ability "Shielded". Ranged Tactics made from outside the Arena cannot target anything inside the protected Arena.

    Miracle Eye - Focused Ability, Anytime
    • You gain a +2 Awareness Bonus to spot Pokemon trying to hide. Your next attack ignores Resistance.


    ICE

    Inherent- Chilling: Any time you successfully Impede, it automatically Corners.
    Limitation - Cold Shoulder: You are rarely at home in social situations, and can have a hard time forging lasting relationships. You may compensate for this by adopting a distant, unfriendly air.

    Freeze - Immediate Reaction, Once per Arena
    • Whenever you attack and roll a 10 on your Crit Die with, you also Impede the target.

    Blizzard - Focused Ability, Once per Rest
    • All Pokemon in your Arena must make a Cunning or Daring Check vs. Your Cunning +2 or else take 1 damage (This Damage cannot be boosted in any way).

    Glaciate - Immediate Reaction, Once per Arena
    • When an opponent in an adjacent Arena attempts to Move. Give up your action to cancel that Movement.

    Hail - Focused Ability, Once per Rest
    • You chill an Arena down to well-below sub zero temperatures. Pokemon who remain in the Arena after the end of the Next round take [1] Damage at the end of each round, and are Staggered until the end of the Combat.

    Snow Cloak - Constant Ability
    • Arenas containing you are always filled with snow, water freezes after a few minutes, and it is always uncomfortably cold. You gain a +2 bonus to Cunning Checks to hide yourself within such frigid environments.


    DRAGON

    Inherent - Regal:Dragon Types are powerful and proud creatures, second to none in raw potential. Increase your starting Brawn by 2 and your starting Charm by 1.
    Limitation - Self-Important: Deep down, you believe you really are the very best, like no one ever was. Giving orders, demanding respect, and otherwise bossing around your fellow Pokemon almost comes as second nature.

    Magisterial - Constant Ability
    • You are mighty and enthralling. Your Strength is increased by 1. You also gain a +2 bonus to Charm checks whenever you engage in diplomacy or debate.

    Alpha Pokemon - Focused Attack, Once per Rest
    • You step forward boldly, asserting your natural superiority over your foes. As long as you concentrate, Pokemon in the same Arena must test their Daring against your Commitment to be able to attack you or your allies. If you remain undamaged for three rounds of concentration, you may command the loyalty of any one Pokemon or group of Minions in the Arena for one day, after which they disperse.

    Brutal - Immediate Reaction, Once per Arena
    • You may increase your Damage on a successful hit for only 1 Voltage instead of 2.

    Vengeance - Immediate Reaction, Once per Rest
    • When you are reduced to Unconsciousness, you may make one final attack against the Pokemon who dealt the KO blow.

    Dragon Tail - Immediate Reaction, Once per Arena
    • When you attack and roll a 10 on your Crit Die, you may Throw the target into an adjacent Arena of your choice.


    DARK

    Inherent - Moxie: Every time you deal the KO blow to a Pokemon, you gain 1 single-use bonus Damage token which you can apply to any successful attack as an Immediate Reaction. Unused tokens disappear at the end of the Combat.
    Limitation - Mistrusted: You have a miserable time proving your worth to other pokemon. Pokemon will usually assume you're up to no good, no matter how pure your motives.

    Exploit Weakness - Focused Attack, Once per Rest
    • You've a trained eye for a weak point. Every couple fights you can carefully observe a Pokemon, and if you are able to sucessfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.

    Covet - Focused Action, Usable Anytime
    • A successful Cunning Check against a same Arena opponent's Awareness lets you remove and acquire any visible object that they are not holding, no matter what the situation is. During combat this will usually be noticed, regardless of success.

    Sucker Punch - Special Attack, Once per Arena
    • By attacking an opponent who happens to be attacking someone other than you this round, you gain a +2 bonus to hit them and deal an extra 2 damage.

    Smooth - Non-Combat Talent, Once per Rest
    • By pleading your case suavely and confidently, no non-player Pokemon will possibly be able to believe
      that you've done something bad. Your fellow party members may know better, however.

    Infiltrator - Focused Attack, Anytime
    • As long as there's a dark place nearby, you can quickly disappear, and anybody attempting to attack you must succeed at an Awareness Check vs. your Cunning first. Once successfully in the shadows, you receive a +2 on your next attack, after which you are once again clearly visible.

    Marshmallow on
  • Shock GShock G Registered User regular
    NYO2E.png: P-pokemon??

  • Rawkking GoodguyRawkking Goodguy Registered User regular
    Look at dose marshsprites!

  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    Marshfgdgs.png Yes, Shock G, Pokemon! Tiny, violent anime creatures! Your favorite!

    Marshmallow on
  • SpoitSpoit *twitch twitch* Registered User regular
    furrets.gif But what if you don't like pokemon?

    steam_sig.png
  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    MarshDunnoLol.png Get the fuck out?

    Marshmallow on
  • Shock GShock G Registered User regular
    edited September 2011
    D9awK.png: Slowpoke is the light.


    r4EkW.png
    Slowpoke, "Enh ki"
    WATER type
    Inherent - Water Absorb: If submerged in water or subject to Water Type Damage, you gain a +1 Bonus to Attack until the end of the Combat. Increase your starting Commitment by 1.
    Limitation - Slow: Everything you do, you do ploddingly.

    Brawn: +4
    Cunning:+0
    Daring:+0
    Commitment:+4
    Charm:+2
    Awareness:-2

    Heavy Water Tactic (Surf)

    Super Heavy Resilience

    Aquatic - Constant Ability

    * You can breathe water and stay submerged indefinitely. You can also swim through liquids faster than most land-based Pokemon can run, and gain a +5 bonus to Initiative while Battling underwater.

    Shock G on
  • alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    edited September 2011
    Damn you to hell Marsh, I'm throwing my hat in.

    Name: Rhott

    Species: Grimer
    Class: Poison
    Brawn-18 +4 (-2)*
    Cunning-11 +1
    Daring-13 +1
    Commitment-14 +2
    Charm-6 -1
    Awareness-8 -1

    Tactic: Reach (Poison) Poison Jab

    *Super Heavily Resistant

    Inherent - Infectious: You are immune to Poison. Increase your starting Cunning by 1.
    Limitation - Odious: Something about your personality (or body odor) puts other Pokemon off. They don't want to be near you, and if they must put up with your proximity for long they head straight for the bath afterwards.

    Abilities:
    Corruption - Focused Ability, Once per Rest
    As a Focused Action, you can change the Terrain of your current Arena into Hazardous Terrain.

    alternatingAberration on
    xI8QS1g.jpg?1
  • MarshmallowMarshmallow Registered User regular
    It occurs to me that the Poison condition got written out at some point. Change that to the generic "Staggered" condition, which happens to be a -2 to all checks.

  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    Speaking of, these rules all got made/remixed over yesterday and the day before. Pretty sure there's gonna be problems. If you notice something weird or something seems obviously weak or powerful, bring it to my attention and I'll work on it.

    Case in point, as of the last post Poison types are Immune to Sheer Cold. Hilarious!

    Marshmallow on
  • alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    Woah, the only fun-stuff I'm trying to pull is the Reach/Corruption combo. I'll def. give it a deep look through.

    xI8QS1g.jpg?1
  • MarshmallowMarshmallow Registered User regular
    My favorite Combo is Ice Type + Stylish (Light Style) + Freeze.

    Shut someone's movement down like a boss. Turn Auto-Impede into an Auto-Corner (means they can't leave the current arena for two turns)

    Then you drop a Hail/Blizzard on their ass.

  • Rawkking GoodguyRawkking Goodguy Registered User regular
    edited September 2011
    Shock G wrote:
    NYO2E.png: P-pokemon??

    mysterynesssprite.png : Pokemon!

    Rawkking Goodguy on
  • alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    27grimerface.png: Pooookeehggggmoooghhhnnn....

    xI8QS1g.jpg?1
  • Rawkking GoodguyRawkking Goodguy Registered User regular
    edited September 2011
    As a result of marsh's quizzin I'm gonna be going with a normal type, though I was rather pleased to get gastly.

    This strange thing called having a place to work at means I'll put that up later, probably tomorrow night.

    Rawkking Goodguy on
  • TerrendosTerrendos Decorative Monocle Registered User regular
    edited September 2011
    KaboomNormal.png

    Name: Kaboom
    Species: Pineco
    Class: Bug

    Brawn: +1
    Cunning: +2
    Daring: +2
    Commitment: +3
    Charm: -1
    Awareness: +2

    Tactic: Ranged (Bug) Pin Missile

    Resilience: Heavily Resilient

    Inherent - Insectoid: A Bug Type's sharp eyesight ensures they are always in tune with their surroundings and they are brave and loyal to their allies. Increase your starting Awareness by 2 and your starting Commitment by 1.
    Limitation - Loose Cannon: Pineco always have a short fuse, and Kaboom is no exception. Pokemon tend to get nervous around him, particularly when he's excited.

    Abilities:

    Attack Order - Non-Combat Talent, Usable once after Rest. You may spend a few minutes making an impassioned speech to inspire those around you to great deeds. This grants allied Pokemon in your Arena either a +2 bonus to Daring, or a +1 bonus to attack rolls for the next hour, or may be used to inspire a Pokemon or group of Pokemon to see your side of things (a +5 bonus to a single Charm roll).

    Terrendos on
  • MarshmallowMarshmallow Registered User regular
    Since it has now come up a couple times, the bonus from certain Classes is a straight bonus to your... bonus.

    So if you roll an 8, and you have Awareness +2, your final bonus should be +1 (-1 + 2 = +1)

    not +0 (8 + 2 = 10, which is +0)

    You will get voltage from your fellow players for doing things they consider awesome, cool, or make them laugh. This lets you do a couple neat things, as well as recharge "per Arena" and "per Rest", and will finally act as your experience as well (Spending voltage brings everyone closer to leveling [and evolving]).

    In short, Voltage is important stuff. If you have a "per Rest" ability, or plan on having a bunch of them later on, having No Resilience for the free Voltage bonus might be a good idea, but if you are determined to just be as awesome as possible to compensate, I have no problems with that.

  • SquallSquall hap cloud Registered User regular
    edited September 2011
    Shock G wrote:
    NYO2E.png: P-pokemon??

    mysterynesssprite.png : Pokemon!

    GGttH.png : wwhy pokemon is piss #nidorino

    GvPvK.png

    Name: Rook
    Species: Tyrogue
    Class: Fighting

    Brawn: -1
    Cunning: +4
    Daring: +3
    Commitment: -1
    Charm: +3
    Awareness: +1

    Tactic: Light:Fighting (Karate Chop)
    RC: Not Resilient

    Inherent - Martial Artist: Whenever you roll to Impede, Push, or Throw, you add 2 to the total. Your starting Daring is increased by 1.
    Limitation - Stubborn: You loathe being told what to do and how to do it. It's not unusual for you to intentionally subvert orders you're given, or stubbornly hold your ground over a silly disagreement.

    Abilities:
    Battle Scarred - Constant Ability
    You've been through some nasty battles and look the part. You start off with 7 hit points instead of the usual 5, and you gain a +2 bonus to Charm rolls to intimidate an Opponent.

    Squall on
  • SquallSquall hap cloud Registered User regular
    attributes subject to change when im somewhere that i can read marsh's houserules instead of just the official pdf

  • paperstsoapco52paperstsoapco52 Registered User regular
    I LUV DA POKEYMANZ!

    147.PNG

    Name:
    Species: Dratini
    Class: Dragon

    Brawn: 15+4
    Cunning: 8-1
    Daring: 10+0
    Commitment: 17+3
    Charm: 14+3
    Awareness: 12+1

    Tactic: Super Heavy: Dragon (Draco Meteor)
    RC: Not Resilient

    Inherent - Regal:Dragon Types are powerful and proud creatures, second to none in raw potential. Increase your starting Brawn by 2 and your starting Charm by 1.
    Limitation - Self-Important: Deep down, you believe you really are the very best, like no one ever was. Giving orders, demanding respect, and otherwise bossing around your fellow Pokemon almost comes as second nature.

    Abilities:
    Magisterial - Constant Ability
    You are mighty and enthralling. Your Strength is increased by 1. You also gain a +2 bonus to Charm checks whenever you engage in diplomacy or debate.


    I didn't include the bonuses from Magisterial into the scores above since I wasn't sure if Strength was the same as Brawn and since the Charm is situational. Lemme know if I screwed anything up.

  • Meta T. DustMeta T. Dust Registered User regular
    Travis.png Fuckheads don't know about my bulbasaur.

    motherfuckingwar.png
  • MarshmallowMarshmallow Registered User regular
    MarshAV.png Strength is based off of Brawn, but separate, yeah. One of those relevant rules things I was gonna reveal when it got important (ie. you needed to carry some heavy stuff). Same for the Charm bonus, I wouldn't include it in the base amount since it's indeed situational. Looks pretty good!

  • MarshmallowMarshmallow Registered User regular
    MarshGodBlessYou.png God bless you, lurker, for stopping Spoit from making a Dragon-Type Magikarp.

    This thread is in your debt.

  • paperstsoapco52paperstsoapco52 Registered User regular
    /splash

    <_<

  • SpoitSpoit *twitch twitch* Registered User regular
    furrets.gif: magikarp_icon.gif

    steam_sig.png
  • Rawkking GoodguyRawkking Goodguy Registered User regular
    mysterynesssprite.png : Team Rawkket, blast off at the speed of light!

    mysterynesssprite.png : Surrender now or prepare to fight!

    meowthhappypaws.png : Meowth, that's right!

    mysterynessglee.png : Never stop mottoing.

    Name: Daryl
    Species: Meowth
    Class: Normal

    Brawn: 8 -1
    Cunning: 17 +3
    Daring: 18 +4
    Commitment: 7 -1
    Charm: 13 +1
    Awareness: 8 -1

    Inherent - Super Luck: You have the capacity for great fortune. Once per game session you get an automatic success on any Cunning or Daring Check, or on a
    single attack roll.
    Limitation - No Respect: Other Pokemon can't see past your plain nature. You will often find yourself ignored, or not being taken seriously.

    Tactic: Ranged: Pay Day (normal)
    RC: Not Resilient (8)

    Stylish (Ranged) - Constant Ability
    You are intimately familiar with a Tactical Style, any time you use that Style all of your Attack Dice are Critical Dice. If you decide to take up a new primary Style, you may adjust this Talent towards that Style with one week of training.






  • MarshmallowMarshmallow Registered User regular
    edited September 2011
    Messed up when transcribing the attribute chart, fixed it, Recruitment will be ending shortly.
    5 or lower: -2
    6 to 8: -1
    9 to 11: 0
    12 or 13: +1
    14 or 15: +2
    16 or 17: +3
    18 or 19: +4
    20: +5

    Marshmallow on
  • DaypigeonDaypigeon Registered User regular
    edited September 2011
    whoops

    veechill.png
    Name: Nevada
    Species: Eevee
    Class: Ice

    Brawn: 3 (-2)
    Cunning: 14 (+2)
    Daring: 11 (+0)
    Commitment: 18 (+4)
    Charm: 4 (-2)
    Awareness: 16 (+3)

    Inherent- Chilling: Any time you successfully Impede, it automatically Corners.
    Limitation- Disconcerting: Your abilities raise some…questions, so you tend to be a bit of a loner. Makes combat a pain, but it’s better to have the confused idiots on the receiving end of your attacks than watching your back.

    Also, you're kind of an ass.

    Tactic: Ice Fang (Light, Ice)
    Resilience Class: Somewhat Resilient (10)

    Hail - Focused Ability, Once per Rest
    • You chill an Arena down to well-below sub zero temperatures. Pokemon who remain in the Arena after the end of the Next round take [1] Damage at the end of each round, and are Staggered until the end of the Combat.

    Daypigeon on
  • MarshmallowMarshmallow Registered User regular
    So you did make it in time, good for you.

  • MarshmallowMarshmallow Registered User regular
    Recruiting closed. 5 people to be chosen. Story post as soon as I decide. Pray for me, the decision does not come easy.

  • El SkidEl Skid The frozen white northRegistered User regular
    Self Destruct + Mega Drain. Somebody do this

  • alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    You can't do that, Lloyd. Because you're considered KO'd the moment you perform Self-Destruct.

    Double stamp, in the book, no erasies.

    xI8QS1g.jpg?1
  • MarshmallowMarshmallow Registered User regular
    It's also important that you are "KO'd" and not "taken to 0 HP" or "take Damage equal to your current HP"

    Means you don't have a chance of Bleeding Out, so if it looks like you might go down and you're feeling unlucky you might be better off just blowing yourself up and hoping your buddies can finish the fight.

  • El SkidEl Skid The frozen white northRegistered User regular
    I love new systems <3

    So healing a KO'd pokemon after they have been KO'd doesn't render them conscious again? Ow :(

    Apparently the phoenix pokemon idea is not viable, which makes me sad. Rising from the ashes like that would've been neat ;)
    I realize of course that this would never be allowed with the powers as written even if the mechanics would support it

  • alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    Oh hey, marsh

    What happens to a live devoured pokemon? What actions can they take in there and how much damage do they take per turn in the belly?

    xI8QS1g.jpg?1
  • Shock GShock G Registered User regular
    hey now woah now

  • SquallSquall hap cloud Registered User regular
    i am a pokemon

    who wants to kiss me

  • MarshmallowMarshmallow Registered User regular
    Oh hey, marsh

    What happens to a live devoured pokemon? What actions can they take in there and how much damage do they take per turn in the belly?

    It's a Tight Arena, movement in and out of the Arena is more difficult then usual movement, Tactics used by the devouree other than "Light" probably get negatives to hit, the devourer gets bonuses to damage the eaten Pokemon.

    Depends on the Pokemon really, in OSH it was a monster ability only.

  • Shock GShock G Registered User regular
    HEY

    NOW

    WOAH

    NOW

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