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[Meta Thread] Lord Windos' PokeRole Adventure 2: The Wild Lands
#1
Alright, you mates have been waiting long enough, so without further ado....!


The Setting/Basic Premise


"Mother, tell me, tell me! The story about The Wild Lands!"

"Again? Haven't you heard it enough by now, sweet one?"

*Pouting*

"*Chuckles* Alright, alright. Anything for you. It beings, as it always does....

----

Music: Humble Beginnings

A group of Adventurers, Tourists, Natives, Magi, oh my! ~

Venture to Sutalör,

The secluded, isolated land, near the bottom of the Earth! ~

A collection, a group, a gathering of rugged frontier lands and islands,

Made home by the wider world in the last 110 years...

Whose Native peoples - the Hez, the Smelta, the Mru and Ceonic, Lepia all they be - holding  strong to a few settlements scattered far and wide across it! ~

Enduring the changing tides, the shifting earth, intruders and heretics, bitter, wary, and reclusive from the scars they bare, oh dear, oh dear....

The lands holds relics of the A’ru Rarii,

An ancient race of humanity once held Sutalor as their own...

With their Nareliarc technology, Arcna Might, and their strong connections to energies of their home! ~

Strangely, sadly, they vanished mysteriously untold millennia ago,

Leaving only its descendants that have long forgotten how that came to exactly pass,

And rare remenents of their incredible relics, tech, and Lore....

In recent times, recent decades countless persecuted Magi - The Scimitars, they call themselves! -  had fled from Cheshire post ‘The Deoxys Catastrophe’  

A terrible crisis for their homelands, who's actions help saved all,

But left them wanting of the land's rulers, oh no, oh no.... ~

Through many a agreements,

Boon shared and created,

They formed the Mageocracy within the Region,

A series of islands,

Made into a collective, conclave, 

An allied with Sutalör, through and through.

Their new homelands, under their rule,

Lead by their Council,

And above them all, their Magus Supreme, one of their greatest heroes ~

Beyond the few cities,

Towns,

Outposts,

Sutalör is an mostly untamed and strange continent.

Hosting many weird and arcane places that defy imagination and all conventional wisdom! ~

 Each their own unique bounties - and equally unique dangers.

Chief among them, the highest heights Adventurers can reach....!

Music: To The Grand Line

The Wild Lands and Hallowed Domain

An everchanging, supernatural wasteland perpetually shrouded in billowing dust storms that supposedly hides the legendary capital of the A’ru Rarii . 

The sacred lands, birthing grounds of the region’s Legends -

Where one can obtain one of their very own.

If

If

If they can surmount the Trails of Enlightenment.

Held fast, held true,

By the region’s Sagacious Masters,

The Ones With and Beyond Nature,

And can persevere the perilous journey throughout the region, oh hum, oh huu...~


Sutalör is a rough, mystical, and arcane land.

Steeped in its past, 

Yet with a foot firmly planted into the future,

A contradictory state of affairs, through and through...

Yet it somehow works, oh joy, oh joy! ~

Everything made to flourish for it,

The land, the Pokemon, the People

Native or not!

It is a place to whom many flock,

For its mystique, its fantastical locals, and its oddy oddiness!

Perhaps even it's deadiliness too, if they hold little fear - or too much, hoo!

Oh maybe, just maybe, to one day call it their home too.

A boundless, untapped frontier!~

A dangerous, vexing land!~

That which is seldom not savage, capricious, and bizarre!!~~

To those seeking to divine its mysterious, or take from it its treasures,

Sutalor is the proving grounds for them.

For those that consider themselves to BE or want to be the best.

Pitting themselves against the harsh Trail and challenges it holds,

In order to hone themselves to greatness and 'yond.

Its best and worse has little mercy or concessions,

But much potential for those willing to risk it all .

No matter what the consequence may be.

Hum hum, hoo hoo ~

Music: Ticking Clock

A question, a question.

For me,

For you,

For all that know of this tale....

Do they have what it takes?

Or the right sort of whimsy them trough?

*Laughs*

Well, we'll see, now won't we? ~

'To the Grand Line' Resumes

As they come to Sutalör....

And claim their destiny!!! ~~~

====
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
#2
Character Creation
Character Creation is divided up into 3 different categories: Background, Difficulty Type, and Fortune.

Let's get straight to the nitty gritty, shall we?

(1) The Backgrounds (1)


You know what’s been missing from every campaign thus far? Actual Mechanical Background choices! These are broadly specific origins of where your character is generally from you can use in addition to creating a PC’s history whole cloth, each having their own unique traits and options that can’t easily be gotten elsewhere…..

Tourist/Outsider

===
Unovian

[LOCKED] ; For reasons that will be elaborated on later in the World Lore Section of the Game Thread, no PC can be from Unovia. Unovian Pokemon can still be found and acquired relatively easy in the game’s region, however, so don’t fret TOO much. If, after learning WHY the Unovian Background is LOCKED, someone wants to be from there….that will be a matter discussed via PM....
===
Settler Descendent


The Natives


The Magi

You have a difficult time forming relationships with non-Natives and non-Magic Users, though that certainly can't stop you from trying.

- Choose one of the following Disciplines: Technomage, Alchemist, or Evoker. Your PC is that subclass of Scimitar, with access to their respective and exclusive Magical Specialties, as well as having their own Traits and Mechanical Differences. Technomage focus on the use of technology and MAGIC SCIENCE! to actualize their magic, be it Artifacts, coding and programming, and construction of various other futuristic/techy things. Alchemists focus on making Magical Potions/Tonics/Medicines and other Compounded/Empowered Items (Like a Chimcar Paw Empowered to cast Ember on command, for example, or creating stuff out of natural materials that hew closers towards Nature). Evokers focus on using their Will to directly wrestle and shape the very energies of Terra, Heavens, and beyond to actualize their wishes, curses, mysterious, or other phenomena, natural and not. They all share one thing in common, however - The Gauntlet they wear and the Magick Rituals that bind their Pokemon to it, so they may use their Power for themselves. Note: They can still let out and use their Pokemon outside of Gauntlet shenanigans, though it is frowned upon in Scimitar society.
- Your Pokemon...well, they're quite Magical and Arcane, either by selection, make, or simply being exposed to your own Magicks for so very long. The Natives, despite their hatred of your kind, begrudgingly are interested in your partners to compare to their own, while various hedge mages and twisted trainers (ie Possesed or Brainwashed by Pokemon) Trainers are naturally drawn to them, like moths to a flame...
- Special Ruling: Scimitars are allowed to Fight in Sanctioned Pokemon Battles - More on this later, if someone ends up actually choosing Scimitar.

The Pokémon

What it says on the tin – you’ve chosen to play as a Pokemon! More specifically, either a Human-Like Pokemon, a Pokemon that can learn Assist, a Super Smart Pokemon Species, a Magical/Otherworldly Pokemon (Old Fairies chiefly) a Artificial Pokémon, or a Telepathic Pokemon. Regardess, you are of considerable Intelligence and s one of the rare few of their kind to ‘embrace’ Humanity in their own fashion and earn Citizenship with whatever Region you come from! Great sacrifices have been made to achieve this status, the average Poemon and Human thinks you are beyond eccentric, and the whoe ‘Training’ business is a weird dynamic in of itself, but you say it was worth it to be more than who they were born as….

- You play as the Pokemon you pick. If you're familar with Dragonstrike's latest campaign, you have a pretty good idea on what you are capable of doing with a Pokemon Protagonist. If not, I'll explain in details on request! You also know how to communicate with Humans, via one means or another.
- Your fellow Pokemon find you extremely weird for the Lifestyle you've worked so hard to achieve, and you are thoroughly an oddity to most everyone else. However, the Sinnioh People treat your kind with great respect and dignity, The Natives are awed and amazed with you, treating you as a Mystic/Great Person of sorts, while the Scimitar are wary but keen to learn more about how you managed to do what you've done. Relationship growths vary wildlly, depending on species.
- Choose one of the two Kind of Pokemon you are: Cityborn or Wildborne. The former is more in tune and very familiar with the Civilized World/Region they hale from (and all the Lore/Traits thereof), while Wildborne achieved their 'ascent' in...well, the wilds, before 'joining' the 'Human World' , and are familiar with their Region's Wilderness, Wilds Lore, and generally are more adept at Surviving in general at the cost of being rather...rusty and clumsy with 'City Living' and the sort.
- You are Citizen Pokemon, an extraordinary Pokemon that is for all intents and purposes equal in rights and social priviliges under the laws of your Region and Sutalor. The intricies of this is far to complex to summerize here, and will wildly vary anyway based on what Pokemon you choose and where they come from - this is a matter best left to PM hashing out.
- Special Note: You are allowed to participate in Sanction Battles; however, you effectively also 'count' as one of your own Pokemon towards your carry limit (You don't want anyone to Capture you, yes?), and you must follow special rules if you decide to take part in a Trainer Battle.

Just in Case Note - A PC can't normally start with magic of any kind; only by taking the right Background choices will you have access to it and a PC's SPE Stat from the get-go. More details about the various Magic Systems will be revealed if a Player creates a PC that has magic.


That's all of them! Now onto the next part:

(2) Difficulty Selection (2)

I intend for this to be a Wild, Challenge, and, frankly speaking, kinda dangerous campaign compared to what else has been done before. Because of this, PCs are going to start off relatively strong compared to, say, how Iron's PCs started. Much stronger. Some of you might not necessarily want to be so well-situated at the start, however, and would rather grow their character from humbler beginnings or simply challenge yourself. Fret not, there are options that cater to that playstyle too! For the bravest or most masocistic souls out there their is also Hard Mode, which is, to be transparent, most likely going have you end up with a Dead PC or one that is going to be a liability for awhile, but has a bevy of Perks that can't be gotten elsewhere. Lastly, there will be a section covering Restricted Pokémon, a category of critters that contain Pseudo-Legends, The 'Common' Mythic, The Dangerous, and The Maefic Monstrum, Sutalor's own home grown deadly nightmares made Pokemon, and all the custom rulings I've made thereof.


Alright, that's enough paraphrasing - onto the selection!


RESTRICTED POKEMON

Oh boy, we get to talk about what spicy changes I've cooked up with this lot! Let's dig in!!

Restricted Pokemon are Pokemon that are considered by many Regions to either be FAR more dangerous than the average species of 'Mon and/or are so rare as to require careful oversight to make sure nothing amiss happens to them. For the purposes of this campaign, they can be broadly divided into 3 Categories: Pseudos, 'Common' Mythics, and Global Menaces. Their is also an additonal group of Restricted Pokemon exclusive to Sutalor: The Malefic Monstrum. If the name isn't any indicator....we'll tune you in soon.



The Malefic Monstrum


....Sutalor does not pull its punches with its most dangerous game. Let me be 100% clear with you mates: these are walking Death Flags. Even in the best cases interacting with this wild lot will have long reaching and often bizaare consequences for your PC and likely the whole group. If you see one of these Pokemon in the wild in the early and even mid game, turn around and run unless you have a damn good reason to pick a fight or court trouble. 

You may be wondering why these 'Mons are so dangerous. Simple: They're responsible for the most Human and Pokemon Deaths by a large margin in Sutalor, and/or are capable of massive devastation across the Region, short and long term. Specific Lore and Information is largely unknown about these Pokemon outside of a SMALL handful of groups, since getting solid intel on them is a literal life and death game most lose and these and what IS known is heavily classified to prevent idiots, madman, and evil bastards from trying to exploit them to horrifically messy results. They're also 'Rare' , in the sense of 'It's rare for anyone to meet one and live/want to talk about it' category. About the only thing the common person woud know is their appearance (when you see them) and Name/Moniker....and should know, for their own good...

In sum: Do. Not. Screw. Around. With. These. Pokemon. 

*Rumbling Mountain - Roaming All Wrecker
*Sutalorian Jellicent - The Kings and Queens of the Undersea Empire of DEATH
*Beliaddon - The Infernal Parade of Demons and Monsters
*Barishisska - The Petrifying Gazer
*Dire Dartz - The Death Toxinator
*Wandering Hurricane - The Localized Maelstrum
*Wedaquila - The Glaive Gazer
*Roaring Moon - One Who Rules The Night
*Flutter Mane - Whimsically Wicked Wraith
*Tyrant King - The Plains Apex Predator
*Iron Sled - Paradise Frozen
*Iron Valiant - Forceful Dualist
*Iron Moth - Solar Flare
*Bla'bunog - Hungering Horde

Unfortunately for you guys, these Pokemon can appear in Random or Special Encounters, most of which are Mandatory; fortunately for you they are quite Rare and hard to trigger for the average man. If you somehow Unluck your way into one, I'll try my best to pull my punches, but be warned - these are Serious Encounters.

....Some of these Pokemon ARE sellectable are Starter Options, however, if you make the right Background choices. They operate under the same Rules as Pseudo-Tier Pokemon, but on the far extreme end. Take what I said about Pseudos being trouble magnets and double it with these 'Mons too; not to mention their mere presence will scare the shit out of virtually everything but Pokemon on the same power level. Oh boy.....

On that grim note, lets get moving to perhaps the most esoteric section of Character Creation....


(3) Fortune~* (3)

Ever heard of karma? If not, think or it as 'inherent tendency to attract good/bad things' , or in other words - good stuff happens to those that do good, and vice verse. Fortune operates along a parallel axis of sorts - It determines how strange, eventful, and over all exciting one's life is. By and large it's a inherent, non-malleable property, and most common people don't posses enough Fortune to warrant all but a scant few wild Encounters in their life. 

But we're not dealing with common people, now are we? Yes, this is were all the chickens comes to Roost in character creation - depending on the choices you've made, you'll be given a low or high Fortune Value that will define your PC's run through Sutalor. As what determine the score....
+ Personal Bio - The more extraordinary you make your PC here, the more Fortune they gain. A son of a teacher wouldn't inherent much Fortune, but the child of Professor Oak=k has great expectations placed on them by the universe at large. The value added is variable between +1 - +3 ; I have to make a judgment call here to determine the score
+ Background - Tourist is neutral/null on Fortune unless you make someone like Cynthia your Important Person, Settlers have + 1 Fortune, Natives have (-) 1 Fortune unless their Ashmut or Awmdu (+2), Magi have +2 or +3, and Pokemon are + 3 or higher, depending on which species you choose.
+Tiering -  + 1 for Tier 1, 0 for Tier 2, and - 1 for Tier 3; Hard Mode adds or subtracts Fortunate randomly on a day by day basis.
+ Pokemon 1 - For every Pokemon capable of Mega Transformation, Form Change, Terra Transformation, Transformation, Aura Powers, or has a Powerful and Unique Move / Abillity = + 1 Fortune for each
+ Pokémon 2 - Ghost, Fairy, Dark, Dragon, Ice, and Pokemon capable of manipulating their Type = + 1 Fortune for each (Dua Type only get + 1)
+ Pokémon 3 - Rare/Powerful Pokémon = + 1 or + 2
+ Poemon 4 - Magical and Artifice Pokémon = + 1 or + 2
+ Pseudo Legends Tier Pokémon and Beyond - + 3 to + 4
+ Rare Encounters - Certain ones can lower or increase Fortune
+ Meeting Certain Pokémon (Backstory or In-game) - Variable Fortune Gain
+ Being a PC - + 1 Fortune, if you have 1ess than +3 Fortune or are particu1ar1y specia1...  =^_^=
+ Individua Player Perks - Variable Fortune Modifiers
+ Temporary Modifiers may be added or subtracted, depending on Player Actions

As for what these Score add up too...

(0) - (+3) = Ho hum. You are a person that has the occasional brush with the strange and unusual, and you can say you have a eventful enough life, but by and large nothing ever 'big' happens to you.  Up to 3 Luck Dice in secret will be Rolled per Encounter, and Occasionally crops up with Actions within Encounters. Results shall modifying it accordingly...
(+4) - (+7) =  Dear me! Your life, for whatever reason, is a slow but steady sideshow of veritable wonders, horrors, and the bizarre. Rarely a week goes by before you get caught up in something like and impromptu street party, get dragged along for some shenanigans by plucky kids, or have all sorts of Pokemon make their impact known, one way or another..... Up to 5 Luck Dice in secret will be Rolled per Encounter, and your individual Actions are more likely to have unintended consequences, for better and worse. If your PC fails to have a Significant Luck Dice Proc within 5 Encounters, the 6th one will be a Special Strange Encounter.
(+8) - (+12) = Oh, where to begin? Day in and day out there never fails to be A Moment ® that either holds you hostage, abducts you by surprises most abnormal and unusual, or you just happen to get caught up in some hither unknown and exciting thrill ride that always catches you on the flat foot at first. You'd say you're well used to being Lady Luck's and Miss Fortune's favorite plaything, but you don't want to tempt them or their Fathers Fates to do more to you. Up to 8 Luck Dice in secret will be Rolled per Encounter, and your individual Actions definitely stir things up, for better and worse. Your PCs will have 1 Strange Encounter per day, bare minimum, and one Special Strange Encounter every 7 days, bare minimum. 
(+13) and Beyond - You know Ash Ketchum from the Anime and Movies? Yeah, you're on that level of Fortune. Your very existence is a Plot Device that the universe will never fail to find ways to engage in order to complicate your life in every kind of way imaginable (and some not!). Moreover, you passively affect the Fortune of those around you and can cause strange Event and Encounter; you're taking everyone you know on wild ride, and likely (definitely) inadvertidly sending ones off to poor, poor randoms and others less Fortunate than you!! In other words = Interesting Times are YOU!!! Everything you do is Strange. Everything that happens to you will be Strange. All Encounters you do are Strange. Special Strange Encounters are special no more - they just your life now pall!!! 

To sum things up, and as I've mentioned before - The More Powerful and Interesting You Make Your PCs, The Wilder Their Lives Are. You have been duly warned~ 

Note - Strange and 'Interesting Times' does not necessarily mean 'bad' ; Strangeness and Fortune can make the uncommon Common, the Rare obtainable, and give you possibilities to explore otherwise impossible. It is, however, completely Random, good, bad, or both - it'll be up to you to take charge of your Fortune and make it yours.

Fortune Rolls can be revealed by spending 1 Willpoint per day; further Will and certain Items can be spent to alter or eliminate Fortune, though beware of the knock-on affects of doing so...

====

And....that's everything! The Proper Rules for Combat and Mechanics will come in a later post (I'll be reserving some to fill in later!) once I get some rest and tweak them around more, but for now this is it. Questions, ideas, speculation - you know what to do, mates!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
#3
RULE AND MECHANICS FOR THIS CAMPAIGN

NEW -> https://pokemonuranium.co/forum/showthre...8#pid10498

The above is a link to the general ruleset used by Iron during his campaign. It's not entirely up to date, and I will be diverging a LOT from it (obvivously), but he did a good job of explaining the basics and it can serve as a quick reminder if things ever get too confusing.

(Reserved)
=====

RULES

1. General Dice Mechanics.

All significant actions require a Roll to preform, typically composed of the following Stats: Attribute + Skill + Specialty. Exceptions to this will be noted when they come up if it's a Custom Move or a Reworked one. Good RP , Plans, and/or certain Items and Pokemon/Their Moves can decrease or increase the overall Dice Pool. A Success is a (4),(5), or (6) in a Dice Pool, while (3) or lower are Failures; pairs of (1)s also remove 1 Success per pair in ALL types of Dice Pools.

The more Success the Action has, the better the outcome in the vast majority of cases; in my campaign it's possible to get Negative Success on a Roll , which results in a Action backfiring spectacularly.

Fortune can affect these Rolls; misses or Action Failure will automatically trigger a Fortune Roll, while a Successful Roll can trigger a Fortune Roll up to 50% of the time. Whether Fortune results improve or worsens an outcome will vary. Status, conditions, Abilities, or other circumstances can also trigger Fortune Rolls during Non-Combat Actions.

For Combat Actions, things are different: Unless otherwise stated by me or a Move lists a specific Attribute in its Role in the Corebook, all Moves shall follow this general Accuracy Scheme

- SPE will be the Attribute in all Special Moves
- DEX will be the Attribute used in all Physical Moves
- STR will be used in a few Moves, but it shall be used as a Check in Clash Rolls, Grapples, and for determining what you can pick up and throw
- INS has a number of mechanical difference from the Corebook in Combat that will be explained in a future section

- Fight will be the Skill used in all Moves

- Specialties will vary, but they will typically be Brawl for Phys Moves and Channel for Special Moves

- Some Moves will have negative Accuracy Modifiers, so subtracted them from the Final Roll; similarly, all Pokemon have Pain Mechanics, which dedect further dice from the Accuracy Roll based on how much Pain they are in. Lastly, certain Status , conditions, and optional Move modifiers can increase or decrease Accuracy Dice Pools

EX: Quick Attack would have a Accuracy Pool of DEX + Fight + Brawl; if at - 2 Pain, subtract 2 Dice from that Pool

- If a Move Misses, it has a baseline 25% chance of triggering a Fortune Roll; this goes up the more the user Misses, until a F.R. is trigger (which then resets). Critical Hits follow this general scheme too. Different Status and situations can prompt a Fortune Roll in combat even if the prior conditions are not met, however.

2. Multiple Actions / Will Rules in Combat / Number of Pokemon you can Command

In PokeRole, a Human or Pokemon can do up to 5 Actions per Round of Combat. However, doing so inflicts an Action Cost to your Rolls, which is as follows:
- 2 Actions: - 2 Dice on the First Action Roll, and - 4 on the Second Action
- 3 Actions: - 6 on the Third Roll
- 4 Actions: - 8 on the Forth Roll
- 5 Actions: - 10 on the Fifth Roll

Commiting to a Single Action per Round, however, shall give that Action + 2 Accuracy Dice. Will Points can add + 1 Success to a Roll or Remove all Pain Modifiers from a Pokemon for a single Round; if a Move would have 0 Accuracy Dice in it, even a Will Point won't make it hit, and the Move will Fail (Fortune Rules apply as if it were a Miss) unless a special Mechanic is in play.

Conditional Will Point usage is when you can set a condition to use a Will Point for Move(s), but in exchange you can't use Conditional Actions for the Mon during that Round

Some Moves cost Will to perform, or have additional effects if Will is used in tandem with the Move; cost is 1 Will default, unless description of the Move says otherwise.

Your PC can control/be able to clearly order a Max of 2 Pokemon while they are out and in combat; any more and things tend to get....chaotic for everyone involved. Higher Empathy and Good Bonding can possibly circumvent this restriction with specific Mons, as can giving your Pokemon specific sets of instructions to follow upon being Released into a Battle, but their will be disadvantages for going over the 2 Cap.

3. Death/Statuses

- You and your Pokemon can Die in this Game, either by taking Lethal Damage equal or greater than your Max Health, doing something that would automatically get you killed (like drinking HF Acid), or taking Damage greater than or equal to your Max HP while Fainted (Damage taken while Fainted is Lethal), or some esoteric effects.

-Max Revives and Revival Herbs can Cure Death ‘Status’ , but only within the Encounter that the Death happened, only if the body isn’t utterly beyond repair, and typically the Revived will have a permenant debuff on them; In addition, the Potion Effectiveness does not occur until after a 2nd Potion Item is used, and is reset upon a Pokemon Fainting/Dying and being Revived

-Anything Poisonous is instead Badly Poisonous, and anything Badly Poisonous is instead Super Badly Poisonous (Same as BP, only it deals 2 Damage that scales to even more depending on the size/Base HP of the Target). Anything Super Badly Poisonous……pray to whatever Legend your character holds dear they survive such a Deadly Toxin, or get ready to make another character/build up a new Pokemon.

-Confusion works as follows: -2 Accuracy, Take 1 Damage Upon Missing with an Attack, lasts 1 full Round upon infliction, then Roll Insight – 2 per Action to Snap Out [3 Successes Needed the follow Round (or Switch them out immediately to cure it). Bad Confusion gives a – 4 Accuracy modifier, and doesn’t go away ever until the Pokemon is switched out, which requires either a successful Insight Roll (any amt of Successes) with a – 4 Penalty on it, or a successful Quick Recall Roll (DEX + Survival + Alert – 3; 3 Successes needed Total) in order to actually recall them without issue. Finally, there is a new third tier of Confusion that rare but incredibly debilitating and possibly deadly – Terrible Delusion, which has all the affects of Bad Confusion plus inflicting Temporarily Insanity (Random Kind) and Warped Perception (Sees reality and/or things in it differently; how so varies wildly) , and its considered a permanent Status alas Poison (It does not go away until Cured, which requires a Full Heal, A Lum Berry, or 3 Persim Berries ) . In addition, all tiers of Confusion negatively affect a Pokemon’s Special Attribute, with Confusion adding a – 1 modifier to its score, Bad Confusion – 2, and Terrible Delusion – 3 (by default)

*Do note that the Insanity and Warped Perception can have properties or effects that can be exploited to be good or even great for a Pokemon’s usefulness, and that it can alter how it interacts with world and its people in different but better ways than before, so it may not necessarily be a bad idea to keep a Pokemon inflicted with a Terrible Delusion depending on the situation.

-All Existing Status beyond the Burn line, Poison line, and In Love/Affection have an new upper and semi-Rare tier of worse effect on a Pokemon. Disable has Cripple (Pokemon can’t use ANY of its Primary Actions listed in a given Round, and for 3 Rounds afterwards unless switched), Curse has Malignant Curse (It Adds Recoil to Successful Attack Moves, Missed Attacks instead deal damage to the user, and Chance Effects / Effects on Non-Damaging Moves have a high chance of rebounding on the user instead / helping the foe out; Is unaffected by Lucky Chant and requires a Wish or serious shaman work to undo it), Paralysis has Total Paralysis (-4 DEX, 50% of Failing to Use Any Move), and Sleep has Deep Slumber (Need 7 Successes to Wake up, Wake Up Roll only happens at the beginning and end of a Round, and if the Target does awaken they lose the Action they wake up at) . The tiers of Burn have a negative effect on a Pokemon’s STR Attribute, with Burn 1 adding a – 1 modifer to its score, and so on.

-Pokemon can only be inflicted with 1 Hard Status Effect at a time (as Defined by the Corebook), and upper tiers of a given Status will override/replace its lower tiers. The sole exceptions is the Poison Status – Higher Tiers stack with its lower tiers to devastating effect, and any Pokemon already suffering it can be inflicted with another different Status, but not vice versa (EX: If a Pokemon is Burned, it can’t be Poisoned, but if Poisoned first it can then be Burned)- and the Confusion Status Line (Higher Tiers of it override the lower tiers, but any other of one kind of Status can still be applied to a Confused Pokemon, and vice versa). Additionally, a higher Tier of Status can override and replace a different Status of a lower Tier if it would be successfully inflicted on a Target (Burn 1 can be practically and mechanically ignored and dispelled by a Pokemon too Deep in Slumber to perceive it, and being Crippled does more to stop a Pokemon in its tracks than Paralysis, for example)

-Fainted Pokemon can have any number of Status inflicted onto them (Even Sleep and Confusion) in Order to help Catch it, but don’t expect very much Loyalty or Happiness out of a critter treated that way unless its EXTREMELY masochistic or seeking severe penance for whatever sins it has committed.

-Wish / Lucky Chant / Curse is a LOT more Random and/or Powerful and Exhausting to use in Sutalör by most Pokemon, depending on the Pokemon

4. HP / Healing / Pain

HP is calculated based on the following formula:

Base HP + Pokemon's Highest Capped Defense Attribute Value + Your PC's Alt. Defense Attribute to Their 'Main' one

EX: If a Pokemon has 3 VIT (Cap 6) and 2 INS (Cap 4), they would add + 3 HP to their Total; if their PC has + 3 INS, then + 3 HP would be added to that Pokemon's Total

Note: Pokemon has to level their own 'Higher Capped' Defense Attribute

Healing: The Standard Healing Items have the following amounts they heal (HP)
- Potion: 4
- Super Potion: 8
- Hyper Potion: 10
- Max and Full Restore: All
- Oran Berry: 2
- Sitrus: 4 or 2 Lethal Damage
- Personality Berries: 6 or 3 Lethal Damage; Pokemon must like the flavor of the Berry or they become Confused
Custom Healing Items that exist will have their own value they heal

Revives and Max Revives unFaint a Pokemon at 1/2 or Max HP, respectfull; other kinds of Revive Items heal varying amounts of HP

Ethers and Leppa Berries restore 1 Will, Exilers restore 3 total (can be shared), Max Ether give 5, and Max Elixirs give 7

Certain kinds of Healing Items only work outside of battle, but do not count towards any Healing Caps

Healing Moves, Held Items, and Abilities do NOT cost Will in my games; instead, they work as follows
Moves that Absorb HP will always heal the user at least 1 HP; for every 2 Damage they deal, heal 1 HP with that Pokemon
Moves that restore HP without attacking have 3 Uses per Combat; using them after that will either have no effect or force a Fortune Roll
Moves like Ingrain / Aqua Ring work as they described, with no upper limit to their uses
Items and Abilities that heal do so as their Description states they do

Lethal Damage reduces Max HP of the Mons in my games, and still triggers Pain Penalties; every 1 Lethal Damage takes 2 points of Healing to remove it, but it does NOT restore the missing HP in the process.
EX: Zubat gets Slashes for 4 Lethal Damage, now has 1/1 HP (Max HP 5, - 3 Pain, 4 Lethal Damage), and you use a Super Potion to heal it (8 HP Heal) = 1/5 HP Zubat (-3 Pain, no Lethal Damage)

Pain is accumulated as a Pokemon loses HP or does things that would caused Pain; for Combat purposes, these are the Pain Thresholds
- (-1) Pain = Pokemon losing 2 HP, or 4 HP for Pokemon with 20 or more HP
- (-2) Pain = Pokemon at 1/2 or less HP of their Total HP
- (-3) Pain = Pokemon is at 1 HP, or 1/4 HP for Pokemon with 20 or more HP

4. Special Rules (General)

Plot Device is a special 'tag' in my games - essentially, anything that is PD breaks the Rules of the game in the Rulebooks or the Modded Rules I use, and give whatever has a PD quality some rather exotic or unique effects found nowhere else. You'll know them when you'll see them!

Fortune - see in Character Creation and thorough Rules; generally I start rolling this when I think is appropriate, or you are trying to do something with your PC that provokes the World at large to testing your PC's Fortune...

Buffs and Debuffs can break past Attribute Caps; for example, if a Mon with a Cap of 3 STR got a Swords Dance boost, they'd functionally have 5 STR! Inversely, a Stat getting dropped past 1 will have various consequences....

Buffs fall generally fall into 3 different categories: Move, Item, and Ability. You can effectively have up to 3 different Buffs targeting the same Attribute, but only if they're in different categories, and you can't typically stack the same buff over and over; you can having differing buffs within the same category without them overriding or negating each other
EX 1: Mon has Swords Dance (Move Buff, + 2 STR), Muscle Band (+1 STR), and Defiant Boost (+2 STR, Ability) = that Pokemon has a bonus of + 5 to their STR, but using Swords Dance again will not increase their STR further; That very same Pokemon can have a Amensia Buff (+2 INS) while also having a Swords Dance Buff, however.

You can make Move Lethal by adding a - 4 Accuracy Modifer to them; if a move is already Lethal, then you can make them Extra Lethal, adding + 2 Damage Dice to their Damage Pools. Alternatively, you can make (most) Moves Non-Lethal with no cost whatsoever.

Pseudoes have their own Special Rules and Mechanics, as described in Character Creation

Mega Evo, Z-Moves, and Tera Transformation all have their special mechanics that will be revealed as PCs gain access to them

If you, for some reason, ever want to try and Steal things from People or Pokemon, their are mechanics in place for that outside of Stealth Rolls

Moves and Abilities can get modded to be better/different than what they were like in base PokeRole or in the games; they work as their descriptions state

Tough, Beauty, Cool, Smart, and Cute are merely cosmetic in this campaign and do not count in Attack Rolls (Sub with DEX or SPE in those Moves), unless you're trying to do something Performative or WANT to use them (In which case you have to keep track of them and run by me whenever you want to use them for something)

Abilities that Double Attribute Bonuses do not, generally, actually double the Attribute itself - for example, Huge Power doubling a STR of 5 would only give that Mon a + 10 STR bonus to their Rolls. This is important because actually doubling the value could prevent leveling up an Attribute entirely if the total would meet or exceed the Mon's Stat Cap!

INS factors into Initiative now:

INS also determines whether you can do Conditional Actions:

STR affects Clashing:

SPE determines the total amount of Targets you can hit with Spread Moves, how many allies you can affect with Buff Moves, damage of SPE Moves, and has various interactions in general (chief among them enabling a Mon or Human to peform Magic)

(More to come later....)

5. Special Rules: Magic!

(Coming Soon....)

6. Player Vs Player

(Coming Eventually...)

7. Surprises!

(Comming Soon...)

8. Special Types

Nuclear and Shadow Types exist in my games - what that exactly means will remain a Mystery until one of you actually gets one. Nuclear Types are exclusive to Tandor Region selection at Tier 1 for Starters, while Shadow Pokemon....well, you know why they're hard to get. Owning a Nuclear Type without the right paperwork is serious grounds for arrest and/or getting a death order called on your PC's bums, due to how much of an exponential menace they can be. Shadow Types are not technically illegal to own, but having one would raise several uncomfortable questions from MANY whenever one would be discovered. Normal Shadow Mons are undetectable outside of those that can see Aura/when they use Shadow Moves, while Nuclear Types are READILY apparent in what they are.

Other Types can also exist, and certain Moves/Abilities may fundamentally alter or add Type Interactions for a specific Pokemon

Their is also ??? or Typeless Types, but the former is exceptionally rare outside of Curse and PD Moves, and the later is reserved for Moves, Items, or Abilities that cause a Mon to become temporarily Typeless.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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#4
Question and Answer Compedium

(Reserved)
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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#5
Miscellaneous Stuff (Art Links, Music Links, Important Discussions Links, Announcements, etc..)
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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#6
So I think I'm leaning towards the "Native" background for my character, just had a whole sleuth of questions for you if that's okay.

1) So do we have access to ANY Pokemon from the types in each of the Lepias you specified. i.e Is it feasible to go for something weird like a Charizard in the Water/Ghost/Flying/Dark area?
2) Is there any flexibility with regards to types? Some Pokemon behave weirdly in terms of where they're found (stunfisk for example).
3) Are Hisuian mons fair game?
4) Are custom mons fair game? I'd defs give you all of the details in private messages.
5) Are custom megas fair game too? Same as above, I'd give you all of the details.
6) How would stone evolutions work with the starter set of 6 Pokemon for the Tier 1 selection?
7) Are mon requests allowed? Stuff that we'd get to encounter eventually? I remember something about SR allowing that. No big deal either way.
8) Do those "tribal" Pokemon you mentioned have different physiologies to their base counterparts (different stats, moves, types etc) or is it just a cosmetic difference?
9) How would TM moves work with the 300 xp base amount?
10) What kind of magical abilities would the Natives get? With regards to mysticism and stuff I mean, would be nice to kind of envision what exacty they can do.
11) Are you open to hybridised tribal backgrounds? Kinda like having a second class in dnd where you get abilities from multiple classes but don't get ALL of the abilities from either of the classes.
12) Any notable differences between the Lepias? Custome, beliefs, superstitions, Sacred objects like the sun/moon, magical abilities?
13) You got some kind of idea for a regional map?

It's a lot of questions, I know, just been brainstorming in my idle time. Gonna need to devote some of that to the PS post too, will get on that shortly.
I'm no one special. Also, here's a pupper pic:
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#7
Interesting! Thats a bunch of awesome mechanics, and lots of possibility of stories to explore. I already have a good idea about what character I want to play with. It might depends in how much time pass from Skull Ruins to the current times. How many years pass since Deoxys Catastrophe? For the idea I have in mind, I could use some time reference. And I specially know what character I want to be related.
Kogeki currently ability to active in battles: Anticipation.
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#8
(12-31-2023, 12:03 PM)Spiritmon Wrote: Interesting! Thats a bunch of awesome mechanics, and lots of possibility of stories to explore. I already have a good idea about what character I want to play with. It might depends in how much time pass from Skull Ruins to the current times. How many years pass since Deoxys Catastrophe? For the idea I have in mind, I could use some time reference. And I specially know what character I want to be related.

This is information that would be relevant to my character creation as well, and also for anyone whose character might have connections to characters from the games or our prior campaigns.  There are some wider lore implications I'll likely need to consider and discuss with Windos depending on how much time has passed since Deoxys was destroyed.
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#9
Are you gonna make a character sheet specific to this campaign?
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Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
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#10
I can already say that I really really like the mechanic of Fortune!。・:*:・゚’★,。・:*:・゚’☆ For the better and worse though, I have to please ask: Is it more of a 'secret' score that only you as GM are aware of how much it is specifically, or more like an 'open' score that is calculated openly and together with the player? I hope and prefer for it to be the latter?

Also, I've sent you a PM that will need further discussion between us two in terms of chara conversion and brainstormed chosen Pokemon. Sorry that basically all of us are piling up on you with thoughts and questions and things right away, dear...


Also: Have a happy new year everyone! Here's to a hopefully better and more positive year, to an end of the basically two wars going on in the world right now, and a big thank-you for all of you. I cherish and hold you all dear, so let's have a spectacular further time here on this small board!~
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

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