DM Gengar
2016-01-27, 12:20 AM
OK SO, let's get this out of the way. This is a fusion of two of my favorite things in the world and I while I certainly enjoy playing both separate I have bridged the gap between playing both. It's butchered D&D and it borrows mechanics from several places but in the end it's Pokemon running around in a medieval land.
Starting from the a very rough collection of mechanical concepts the first draft (.5) had some weird stuff and was taking too long to create. So thinking about game design itself I remembered that a simple system is a happy system. I play a previous draft with some friends online (we just started and they are slow to reply).
Design Goals:
1) Make it use Pokemon game info.
2) Make it so it's easy to learn.
3) Base if on D&D but no specific edition.
4) Character creation should take 10 minutes or less.
5) Classes branch out without getting complicated.
Audience:
1) Pokemon Fans
2) D&D Fans who like Pokemon
Now I want to know if I met these design goals. I value D&D player's criticism because that's part of my audience.
Questions that help you help me:
1) Are there obvious balance flaws? (Aside from Pokemon Species being as unbalance as a boulder compared to a pebble.)
2) What Edition of D&D is this most like, in terms of strengths, mechanics, and flaws?
3) Anything I missed that needs to be there?
INDEX of 1.5
-Characters Sheet 001.
-Ability Scores & Combat Changes 002.
-Levels, EXP, and Evolution 003.
-Moves and Uses per Day 004.
-Classes 005.
-Type 006.
Next Post
-Skills 007.
-Items 008.
-Abilities 009.
-Features 010.
-Status Conditions 011.
-Mapping and Movement 012.
-Rolls and Calculations 013.
-Example Characters 014.
Name:
Species:
Level:
Class:
Skills:
HP:
Strength: (Mod)
Dexterity: (Mod)
Phy Toughness: (Mod)
Magic Toughness: (Mod)
Smarts: (Mod)
Wisdom: (Mod)
Charisma: (Mod)
Quickness:
Moves:
Ability:
Features:
Money:
Weapons:
Armor:
Other Items:
-Guide-
--P1 On the Surface
Name: A character's name should never just be their species name.
Species: What kind of pokemon are you? There are random pokemon generators if you just wanna roll.
Level: Pokemon have levels from 0 to 100. Divided this into 5 and you get 20 tiers which are comparable to your typical levels of D&D.
Class: There's Stat Progression, Skills, and Class Powers to think about.
Skills: Reading on what you class offered, you may have just a small handful or too many to think about all at once.
--P2 Stats
HP: (Base Stat Bonus + Class Level Bonus + 2d4)
-Unlike typical D&D, HP progress is also based on the pokemon's species where D&D races didn't always contribute something.)
Strength: (Base Stat Attack Bonus + Class Level Bonus + 1d4)
-Applied whenever you attempt a melee attack or involve your muscles in a skill.
Dexterity: (Class Level Bonus + 2d4)
-Applied whenever you attempt a ranged attack or involve your accuracy in a skill.
Physical Toughness: (Base Stat Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take non magic damage.
Magical Toughness: (Base Stat Special Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take magic damage.
Smarts: (Base Stat Special Attack Bonus + Class Level Bonus + 1d4)
-Applied when you attempt a magic attack melee or ranged or utilize your memory.
Wisdom: (Class Level Bonus + 2d4)
-Applied when you utilize your common sense or instincts.
Charisma: (Class Level Bonus + 2d4)
-Applied when you appearance and communication skills come into play.
Quickness: (Base Stat Speed Bonus)
-Applied on intuition rolls only.
Very much unlike normal D&D the modifier added to a skill is not based on a static stat, instead on how the skill is used. Here's and example. A character is stuck in the dark and wants to find the light switch. He rolls for Perception because he has the skill but adds his Dexterity Mod because he decided to use his hands to find his way around the room to coordinate. An argument can be made for wisdom as common sense should guide him but really it's about using your skills cleverly to get a better result.
Base Stat Bonuses and Class Level Bonuses can be found in another tab.
--P3
Moves are considered Magic. Any one particular move is a spell which can be sealed into a scroll by those with the skill and used later by those who can read them. Each class will determine what types of spells a character can remember and use; however, race will come into play as not all can learn enough moves to fit a particular class. They are separated into three categories: Physical, Special, and Status which is the standard variation found in the pokemon games. Pokemon that know Egg Moves are considered half-breed pokemon with traits of the father found in their appearance and magic. Any character starting with 3 or less Moves may take an Egg move. This information can be found on pokemon sites like bulbapedia. (There will be examples at the end.)
Abilities are basically racial bonuses. For those of you familiar with pokemon you already know that abilities just don't translate into D&D. Therefore this part is handled case by case where the DM will create it. This will be based on how the ability works in pokemon.
Features are unique per person. This is inspired by 5e D&D where you gain an advantage for doing something; however, instead of a re-roll power you simply get a plat +1 bonus when certain character related conditions are met. It should not be too specific but it should have to do with a primary character trait.
Example: Born to Rule: This character was born to rule over a kingdom and gets a +1 on rolls when his background would help him such as recalling information about the kingdom, use diplomacy with another kingdom, and fight to protect his kingdom.
--P4
Money. This realm uses the Standard 100 copper = 10 silver = 1 gold ratios. It's up the DM to create prices of goods and services; however, the general idea is that copper, silver, gold is equivalent to standard, good, and great quality. Every character begins with 1 Copper, 1 Silver, and 1 Gold. These should not be used at the start of the game for character creation.
Weapons. Every character starts with a standard weapon.
Armor. Every character starts with a standard armor.
Other items: A character may start with various items in their possession but none of them should provide bonuses during combat or for skills.
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Every Pokemon posses base stats. We utilize these during character creation more than any other time in the game. So knowing how to access these numbers is essential at the beginning. First you have to know what kind of pokemon you want. Essentially this is the moment when you choose a race in D&D.
You can use randompokemon .com to get a random one. (Ask you DM about Legendaries as well as starting Levels as many pokemon do not evolve until a certain level or condition has been met.)
Once you know what pokemon you want then you go to a wiki site that contains that information. Personally I used Bulbapedia because it contains a LOT of information about the pokemon and it very organized in structure.
Once you have your Base Stat information you turn this into your Base Stat Bonuses. There are 6 Stats that utilize a base stat bonus. HP, Strength, Physical Toughness, Magical Toughness, Smarts, and Quickness.
For HP it's a simple calculation. For every 10 HP base stat it's +1. Here's a chart for you in case you get confused.
BASE HP / HP BONUS
1-10: (+1)
11-20: (+2)
21-30: (+3)
Etc
For those of you who already know about pokemon base stats, there's clearly good HP pokemon and bad HP pokemon because not everyone is equal and the distribution is very very high.
HP was easy, now we have Strength, Physical Toughness, Magical Toughness, and Smarts.
BASE STAT / Stat BONUS
0-10: (-3)
11-20: (-2)
21-30: (-1)
31-40: (+0)
41-50: (+1)
51-60: (+2)
61-70: (+3)
71-80: (+4)
81-90: (+5)
91-100: (+6)
101-110: (+7)
111-120: (+8)
121-130: (+9)
131-140: (+10)
141-150: (+11)
151-160: (+12)
161-170: (+13)
171-180: (+14)
181-190: (+15)
191-200: (+16)
201-210: (+17)
211-220: (+18)
221-230: (+19)
Just like before, there are pokemon who clearly have the upper hand due to their species. The common ones that even non-pokemon fans hear about like Mewtwo are much, much more powerful than any others. Make sure your DM is ok with the pokemon you choose because high stats can seem unfair to other players.
Now that last one, Quickness is calculated differently than HP or the other stats. It's a bonus to intuition rolls that determine the order of character turns.
Base Speed / Mod Bonus
5-25: (+0)
26-50: (+1)
51-100: (+2)
101-150: (+3)
151-200: (+4)
There's really no need to go any higher than 200.
The only other time you need to utilize base stats is when a pokemon evolves as that's essentially creating a new - yet similar - character who is improved from the previous version.
Now that you have your stats you need to determine your mods. Essentially when you got to use a skill or attack or whatever you need to add a stat to the roll. The Mod is what determines what is added based on the stat being used. This takes directly from D&D so it's not something new to D&D players. You will notice that many pokemon begin exceptionally weak! This is normal. DO NOT WORRY! For advancement is quick!
Stat : Mod
1: (-5)
2-3: (-4)
4-5: (-3)
6-7: (-2)
8-9: (-1)
10-11: (+0)
12-13: (+1)
14–15: (+2)
16–17: (+3)
18–19: (+4)
20–21: (+5)
22–23: (+6)
24–25: (+7)
30–31: (+10)
32–33: (+11)
34–35: (+12)
36–37: (+13)
38–39: (+14)
40–41: (+15)
42–43: (+16)
44–45: (+17)
In Combat Changes are rampant in pokemon. Increases and Decreases to stats are so common in fact that this will likely become a frequently used section.
-Increases-
Attack: the Strength Mod is increased by 1.
Defense: the Physical Toughness Mod is increased by 1.
Special Attack: The Smart Mod is increased by 1.
Special Defense: The Magic Toughness Mod is increased by 1.
Speed: The character's original result for initiative is increased by 1. (Wins in case of tie)
Evasion: If a character targets a character with increase Evasion then the Attacker has -1 on their 1d20 rolls against this target.
Accuracy: The character gets +1 on all 1d20 rolls.
-Decreases-
Attack: the Strength Mod is decreased by 1.
Defense: the Physical Toughness Mod is decreased by 1.
Special Attack: The Smart Mod is decreased by 1.
Special Defense: The Magic Toughness Mod is decreased by 1.
Speed: The character's original result for initiative is decreased by 1. (Wins in case of tie)
Evasion: If a character targets a character with decreased Evasion then the Attacker has +1 on their 1d20 rolls against this target.
Accuracy: The character takes -1 on all 1d20 rolls.
It is important to note that a character can only have 6 Stages increased or 6 stages decreased of any stat. The above lists will help convert the effects of stat changes from pokemon moves into combat quickly. It is usually a good idea to create an indicator of increases or decreases as many pokemon utilize stat changing moves. These changes only last until the end of the encounter.
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EXP allows a character to Level Up. A pokemon may learn a new move, progress in stats, gain a new class power or evolve. So leveling up clearly is what separates the weak characters from the strong.
EXP is earned three different ways.
A) Defeating Opponents in Battle
B) Score a 20 or more during a Skill Check
C) Drink a Potion of Empowerment
We'll begin with what's new to D&D players. B!
Characters gain +1 EXP when they get a score of 20 or more on a skill check. This isn't during battle at all, only for skill checks. Only 1 EXP may seem so little but for new characters it's actually a lot. Over the course of a Campaign it really adds up!
Next we have C.
A Potion of Empowerment is the official name but potion masters across the land will always call it something different. The recipe always seems to make itself scarce just after it's been created. It makes these potions extremely rare to find in finalized form! Due to this, Potions of Empowerment may have side effects for their trade of quick progression.
1d20 is used to determine the side effects.
1. The character reverts to a pokemon egg and hatches in 3 days at level 1. (New character)
2. The character takes -1 on all Modifiers for 1d3 days.
3. The character cannot use moves for 1d3 days.
4. The character becomes Mute for 1d3 days.
5. The character becomes blind for 1d3 days.
6. The character becomes Def for 1d3 days.
7. No Side Effects
And back the the front we're at A!
They average party level is used to determine EXP earned. It's a bit of a formula that involves the number of combatants.
First we figure out what the average party level is compared to the foe's average party level.
5 or less you begin with 1 EXP.
3 to 4 lower you being with 2 EXP.
1 to 2 lower you begin with 3 EXP.
Same level you begin with 4 EXP.
1 to 2 higher you begin with 5 EXP.
3 to 4 higher you begin with 6 EXP.
5 or higher you begin with 7 EXP.
Now you divide the amount by the people in your party then take that times the number of enemies in their party. Always round to the nearest whole number but always give at least 1 EXP.
So Let's say there's five people in your party and you won against 5 foes. You were all the same level so you start with 4 EXP. Divide that by 5 and you get less than 1 but we're going to round it to 1 because of the rule. Next we take this times the number of enemies which was 5. Now everyone in your party gets 5 EXP.
What do characters need to get to the next level? Here's another formula!
(((Level x 4)/3)+3) Round to the Nearest Whole!
Lv : EXP needed to go up.
1: 4.
2: 6.-
3: 7.
4: 8.
5: 10.-
6: 11.
7: 12.
8: 14.-
9: 15.
10: 16.
11: 18.-
12: 19.
13: 20.
14: 22.-
15: 23.
16: 24.
17: 26.-
18: 27.
19: 28.
20: 30.-
21: 31.
22: 32.
23: 34.-
24: 35.
25: 36.
26: 38.-
27: 39.
28: 40.
29: 42.-
30: 43.
31: 44.
32: 46.-
33: 47.
34: 48.
35: 50.-
36: 51.
37: 52.
38: 54.-
39: 55.
40: 56.
41: 58.-
42: 59.
43: 60.
44: 62.-
45: 63.
46: 64.
47: 66.-
48: 67.
49: 68.
50: 70.-
51: 71.
52: 72.
53: 74.-
54: 75.
55: 76.
56: 78.-
57: 79.
58: 80.
59: 82.-
60: 83.
61: 84.
62: 86.-
63: 87.
64: 88.
65: 90.-
ETC.
And now Evolution!
Evolution by leveling up works as it does in the games. But other than that, the special requirements are a little more tricky in the game.
Standing in the way of many pokemon evolution is trade. For Trade Evolutions the character needs to have traveled 5 kilometers then evolves.
Another issue is Happiness. To keep things simple when a character earns a point of EXP or travels 1/2 Kilometer then happiness increases by 5. A character needs 50 Happiness to evolve via happiness. Evolution by Affection requires the character's player to have rested 8 hours each night for a full week without skipping a night.
Evolution stones, special locations, and weather are controlled by the GM and so the GM should be mindful of giving these to characters as eventually everyone should evolve if possible.
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Some information was explained on the limit to the number of moves that a character can know.
However learning a move can be done in a number of ways.
A) By Level up. When a character levels up you check their species information to see if they gain any moves at that level.
B) Breeding. When a character is hatched and the father or mother carried an egg move then the child too has an egg move. An Egg move shows off in the character's appearance especially if the father was from a difference species. Example: an Eevee who's father was a Pikachu who passed down Wish will have visual traits from the father such as yellowed fur, red patches on its cheeks, etc.
C) Teacher, a character has a certain number of moves they can learn be tutored. Any other character who already knows that move can teach it to the character.
D) TM Scrolls (Temporary Magic), the character is able to absorb the magic from scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally TM Scrolls are one shots)
E) HM Scrolls (High Magic), the character is able to absorb the magic from the scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally HM Scrolls are not one shots. But are extremely expensive and hard to make.)
If a character would learn a move but is considered to have a full move set then they can forget a move to add on the new one. Here's this to help you keep track of it all.
Support
-Cleric: 6 Status, 3 Special, 1 Physical.
-Bard: 6 Status, 2 Special, 2 Physical.
Brawler:
-Fighter: 3 Status, 1 Special, 6 Physical.
-Monk: 3 Status, 2 Special, 4 Physical.
-Paladin: 3 Status, 3 Special, 3 Physical.
Skill:
-Ranger: 5 Status, 2 Special, 3 Physical
-Rogue: 5 Status, 1 Special, 4 Physical
-Druid: 5 Status, 3 Special, 2 Physical
Magic:
-Sorcerer: 5 Status, 4 Special, 1 Physical
-Wizard: 5 Status, 5 Special
Now we are at uses per day.
Pokemon moves have something called PP which stands for Power Points which determines how many times it could be used before the pokemon couldn't use it until rested. This number becomes the number of time per day that the move can be used. The character must sleep for 8 or more hours to fully recover PP of their moves.
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There are 4 Categories of classes. In the last tab you had a peek at them but here's the full explanation.
Support
-Cleric
-Bard
Brawler
-Fighter
-Monk
-Paladin
Skill
-Ranger
-Rogue
-Druid
Magic
-Sorcerer
-Wizard
Cleric
Stat Progress
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Power: Channel Affinity
Up to five times a day the character can use 5 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.
Level 20 Class Power: Divine Artifact Affinity
Once per day the character may choose an item in their possession. Who ever holds this item that day shall have +1 Damage reduction from attacks made by characters with the opposite alignment as the character who made the divine artifact.
Level 35 Class Power: Dominion Affinity
The character chooses an Dominion to follow and gains a ritual that can be performed.
-White Magic Arts: Revival Ritual: the character takes 3 turns to cast this ritual, this revives a recently killed character to 1 HP, plus any HP that the cleric would like to tribute, This tributed HP can only be healed by 8 hours resting.
-Black Magic Arts: Necromancy Ritual: the character takes 3 turns to cast this ritual, this sacrifices HP from the character to animate a corpse as an undead creature with the tributed HP. This creature will follow any command until it is dismissed or vanquished. The character cannot heal that HP while the creature is 'alive.'
-Red War Arts: Empowering Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character gains a bonus to Strength Mod equal the number of moves that are prohibited from use.
-Green War Arts: Barrier Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character creates a small, self-serving dome barrier that absorbs damage both physical and magical in origin.
Level 50 Class Power: Aura Affinity
Ten rounds per day a character can share type(s) with any one character within 10 squares. It overwrites their type(s).
Level 65 Class Power: Ritual Affinity 2.
Twice per day a character may utilize a ritual which they may choose one to learn from the previous list.
Level 80 Class Power: Aura Affinity 2.
Twenty rounds per day a character can share type(s) with up to three characters within 10 Squares. It overwrites their type(s).
Level 95 Class Power: Channel Affinity 2.
Up to five times a day the character can use 15 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.
Cleric Skills: Diplomacy, Perception, Care For/Heal+, Knowledge (Book), and Profession.
Bard
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Power: Skill Gain
Choose one skill the character does not have and gain it, the character may take another Knowledge (Street).
Level 20 Class Power: Move Emulation
Once Per day the character can spend 5 PP from one known move to emulate 1 move seen during the encounter.
Level 35 Class Power: Jack of All Trades
The character can copy one of the following:
-Copy one Level 5 or 20 Class Power seen in use from another character.
-Copy one Skill seen in use from another character, adding it to their own.
-Copy one Ability seen in use from another character, able to choose which will be used in an encounter.
-Copy one Move from another character and learn it if there's enough room in the moveset, if not then a move can be forgotten to fit in the copied move.
Level 50 Class Power: Influential Performance
Once per day if the character uses their perform skill then it can be treated as having a roll of 20.
Level 65 Class Power: Jack of Trades 2
The character can copy again from the Class Power list above.
Level 80 Class Power: Influence Performance +
Twice per day if the character uses their perform skill then it can be treated as having a roll of 20.
Level 95 Class Power: Skill gain 2
Choose one skill, the character can gain it if not already owning it. If already owning the skill then add +. (A skill with + can be re-rolled once per day)
Class Skills: Diplomacy, Perception, Survival, Knowledge (Street)+, and Profession+
Fighter
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Power: Weapon+
Weapons used by this character do +1 Damage.
Level 20 Class Power: Armor+
Armor used by this character take +1 Damage.
Level 35 Class Power: Inner Self
Choose one of the following as the closest representation of the character.
-Barbarian: this character is neutral evil, anything evil they do has +1 Success and +1 Damage.
-Simple Man: this character is neutral good, anything good thing they do has +1 Success and +1 Damage.
-Drunkard: this character is chaotic neutral, anything they do in a drunken state has +1 Success and +1 Damage.
-Disciplined Man: this character is lawful neutral, anything they do to follow their own core rules has +1 Success and +1 Damage.
Level 50 Class Power: Realization
Once per day this character can use their Inner Self bonus out of alignment.
Level 65 Class Power: Strengthened Self
This character has +2 success and damage on their actions following their alignment.
Level 80 Class Power: Realization 2
Twice per day this character can use their Inner Self bonus out of alignment.
Level 95 Class Power: One with the Weapon
This character chooses 1 weapon and gets +2 Success and Damage when using it.
Class Skills: Perception, Maneuver, and Intimidate+
Monk
HP: +1 Every two levels starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every four levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Unarmed Attack
This character's unarmed attacks deal +1 Damage.
Level 20 Class Bonus: Shielded Defense
This character while not wearing armor takes -1 Damage.
Level 35 Class Bonus: Inner Sacrifice
The character chooses one of the following sacrifices and gains +1 on all 1d20 rolls while abiding to the sacrifice. Failing a sacrifice will cause a -1 for 1d3 days.
-Soul, the character must sacrifice time: 1 hour each day spent on meditation (-1 Kilometer to travel).
-Body, the character must sacrifice food: may only each 1 meal each day (-5 HP).
-Mind, the character must sacrifice emotion: may not express emotion (-5 Charisma mod).
Level 50 Class Bonus: Raw Technique
This character creates a special technique that is used as a move of one of the following types: Fighting, Normal or Dark. It does not take up a move slot. The Move Power is negatively coordinated with PP.
Move Power/PP
40-70: 15
71-90: 10
91-100: 5
101 - Up: 0.
Level 65 Class Bonus: True Sacrifice
The character takes on another sacrifice but their bonus increases to +2 on all 1d20 rolls. Failing one of them causes a -2 for 1d3 days.
Level 80 Class Bonus: Refined Technique
The character selects another type for that move that they posses. When the move is used it will utilize the type that is more effective. Increase the move power by 10.
Level 95 Class Bonus: Unarmed Attack+
This character's unarmed attacks deal +2 Damage.
Class Skills: Perception, Maneuver+, and Intimidate
Paladin
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Bonus: Soldier
When in the company of another Paladin from the same military troop this character gets +1 on all 1d20 rolls.
Level 20 Class Bonus: Trained Tactics
Can use Trained Tactics as a feature granting +1 success on anything related to tactical planning and execution.
Level 35 Class Bonus: Military Training
The character chooses a department of military to follow. Disobeying orders causes a -1 on all 1d20 rolls.
-Ground Troop: The character gets +1 Success and while following orders from allies.
-Platoon Leader: The character gives a +1 Success on following an order to all soldiers given the order.
-Bonded Rider: The character gets a mount ally from the military they are partners controlled by 1 player.
-Lone Knight: The character has +1 Success while separated from allies but -1 when forced to do something jointly.
Level 50 Class Bonus: Chosen Weapon
The character chooses a particular weapon. They get +1 Success and Damage while using that type of weapon.
Level 65 Class Bonus: Advanced Training
The character's Military Training bonus is doubled.
Level 80 Class Bonus: Custom Weapon
The character gets a specially crafted weapon. They get +2 success and damage while using that specific weapon.
Level 95 Class Bonus: Commander
The character can issue orders to Paladins of lower rank, Citizens of their Kingdom, and anyone place in their charge. If Diplomacy is necessary then it can be re-rolled once per day.
Class Skills: Diplomacy, Perception, and Maneuver
Ranger
HP: +1 Every two levels starting at level one.
Strength: +1 Every four levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Untamed
This character gets +1 Success when in the wilderness.
Level 20 Class Bonus: The Companion
This character gets a bonded ally whom the same player controls.
Level 35 Class Bonus: Desire's Apprentice
The Character Chooses one of the following paths.
-The Feral Hunter, when fighting Feral this character gets +1 Success on avoiding Feralism.
-The Assassin, this character gets +1 Success when targeting Leaders and Bosses.
-The Bounty Hunter, this character gets +1 Success when handling a captured target.
Level 50 Class Bonus: The Tracker
Once per day this character can declare a target and gets +1 Success while tracking that target.
Level 65 Class Bonus: Nature's Master
The character gets double the bonus from Desire's Apprentice.
Level 80 Class Bonus: Tamed Nature
Once per day this character can declare a location and gets +1 Success while tracking a target in this location.
Level 95 Class Bonus: Uncontrolled
This character's Untamed bonus is doubled.
Class Skills: Perception+, Survival, Bluff, Navigate, and Knowledge (Street)
Rogue
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Bonus: Quick Hands
This character can use Bluff at +1 Success if working with their hands.
Level 20 Class Bonus: Quick Feet
This character can use Bluff at +1 Success if attempting to escape in a crowd.
Level 35 Class Bonus: Master of Risks
This character chooses 1 path.
-Gambler: the character gains Gambling as a Profession and rolls 1d20 for gold instead of success.
-Performer: the character gains Perform as a Profession and rolls 1d20 for gold instead of success.
-Thief: the character gains Escape Bindings as Knowledge (Street) in addition to other skills.
-Infiltrator: the character can use Bluff at +1 Success if disguised.
Level 50 Class Bonus: One of the Many
This character can roll 1d4 to add difficulty of anyone searching for them in a crowded place.
Level 65 Class Bonus: Risks Paid in Full
When this character scores a 15 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.
Level 80 Class Bonus: Crowd Control
This character can roll 1d20 to add difficulty of anyone searching for them in a crowded place.
Level 95 Class Bonus: Blurred Out
When this character scores a 10 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.
Class Skills: Perception+, Survival, Maneuver, Bluff+, Navigate, Knowledge (Street)
Druid
HP: +1 Every level starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Mystic Watchmen
This character's Knowledge (Street) automatically includes events happening in the wilderness.
Level 20 Class Bonus: Ritual Cleansing
This character can cleanse Feralism from characters by performing an 8 hour ritual and rolling 1d20 where 10 or lower represents a failed attempt.
Level 35 Class Bonus: Keeper of Order
This character chooses one Order to follow and gains particular benefits.
-Earth, +1 Success for Grass, Ground, Rock, and Steel Type moves.
-Stars, +1 Success for Psychic, Electric, Fairy, and Ice Type moves.
-Moon, +1 Success for Dark, Ghost, Water, and Poison Type moves.
-Sun, +1 Success for Fire, Dragon, Flying, and Bug Type moves.
Level 50 Class Bonus: Bonded Companion
This character gains a companion played by the same player.
Level 65 Class Bonus: Order Master
The Keeper of Order Bonus is doubled.
Level 80 Class Bonus: Bonded Form
This character can change species for ten rounds and utilize 1 move of appropriate level from that species per transformation.
Level 95 Class Bonus: Mystic Protector
The character does not have to roll for Knowledge (Street) if it involves an even happening in the wilderness.
Class Skills: Perception, Survival+, Care For/Heal, Navigate+, Knowledge (Street)
Sorcerer
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Bonus: Magic Bond
This character chooses a Move they know or will know from their move set. It gains 5 PP. Every five levels the selected move can be re-chosen,
Level 20 Class Bonus: Spell Empowering
This character's chosen Move has +1 Success and Damage.
Level 35 Class Bonus: Bloodlines
This character has a path forged by lineage. It gives them certain powers.
-Summoner, the character can use Spellcraft to summon servants. Success determines what's summoned.
-Illusionist, the character can use Spellcraft for the same purpose as the bluff skill.
-Oracle, the character can use Spellcraft to see into the future. Success determines details.
-Psion, the character can use Spelllcraft for the same purpose as the maneuver skill.
Level 50 Class Bonus: Tied to another Plane
This character chooses 1 elemental plane (the pokemon types) and can replace their type for five rounds a day with that chosen type.
Level 65 Class Bonus: Affliction
The powers of the bloodline increase as a +2 to Spellcraft rolls involving their special use in Bloodlines. However the character gains an affliction such as being Blind, Mute, etc.
Level 80 Class Bonus: Plane Bond
This character can slip through another plan once per day, moving up to five squares though obstacles.
Level 95 Class Bonus: Magic Resonance
Once per day this character's chosen move can be used as if the roll was 20.
Class Skills: Spellcraft+, Knowledge (Book), and Profession
Wizard
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Bonus: Mystical Fascination
This character can learn Moves from their move set early by seeing them in person and performing a spellcraft check. Success determines if the move is learned and how well. This can only be done once per day.
Level 20 Class Bonus: Spell Resistance
This character gains +1 Magic Toughness for five rounds per day.
Level 35 Class Bonus: Study Interest
This character studies a certain magical items, granting them knowledge of how to create them.
-Scroll Writing, this character can use Knowledge (Book) to write Scrolls.
-Potion Brewing, this character can use Knowledge (Book) to brew potions.
-Wand Whittling, this character can use Knowledge (Book) to whittle wands.
-Trinket Crafting, this character can use Knowledge (Book) to craft trinkets.
Level 50 Class Bonus: Prepared for Anything
This character gets +1 Success when using any of their created items.
Level 65 Class Bonus: Unparalleled Knowledge
This character can choose a second Study Interest.
Level 80 Class Bonus: Seen it All
Characters that target this character using any items that this character could craft will do so at -1 Success.
Level 95 Class Bonus: Wondrous Item
This character creates a wondrous item with a +4 bonus.
Class Skills: Spellcraft, Knowledge (Book)+, and Profession
-------------------------
There exist 18 types which are essentially the elements of this realm. Types interact with each other like tic tac toe where one element may do double damage to another or take half damage or be immune. Pokemon fans know types very well but non fans don't!
Some species have 2 types such as Water/Ice or Grass/Poison. In these instances it's possible for a pokemon to take 4 times more damage from certain types or 4 times less damage.
It should be noted that items like weapons, armor, and every day objects relate to pokemon types based on their materials. Metal is obviously Steel Type, Wooden objects are Grass Type, the list goes on.
Pokemon have their listed strengths and weaknesses on their information pages to make it easier for players to keep track.
-------------------------
Starting from the a very rough collection of mechanical concepts the first draft (.5) had some weird stuff and was taking too long to create. So thinking about game design itself I remembered that a simple system is a happy system. I play a previous draft with some friends online (we just started and they are slow to reply).
Design Goals:
1) Make it use Pokemon game info.
2) Make it so it's easy to learn.
3) Base if on D&D but no specific edition.
4) Character creation should take 10 minutes or less.
5) Classes branch out without getting complicated.
Audience:
1) Pokemon Fans
2) D&D Fans who like Pokemon
Now I want to know if I met these design goals. I value D&D player's criticism because that's part of my audience.
Questions that help you help me:
1) Are there obvious balance flaws? (Aside from Pokemon Species being as unbalance as a boulder compared to a pebble.)
2) What Edition of D&D is this most like, in terms of strengths, mechanics, and flaws?
3) Anything I missed that needs to be there?
INDEX of 1.5
-Characters Sheet 001.
-Ability Scores & Combat Changes 002.
-Levels, EXP, and Evolution 003.
-Moves and Uses per Day 004.
-Classes 005.
-Type 006.
Next Post
-Skills 007.
-Items 008.
-Abilities 009.
-Features 010.
-Status Conditions 011.
-Mapping and Movement 012.
-Rolls and Calculations 013.
-Example Characters 014.
Name:
Species:
Level:
Class:
Skills:
HP:
Strength: (Mod)
Dexterity: (Mod)
Phy Toughness: (Mod)
Magic Toughness: (Mod)
Smarts: (Mod)
Wisdom: (Mod)
Charisma: (Mod)
Quickness:
Moves:
Ability:
Features:
Money:
Weapons:
Armor:
Other Items:
-Guide-
--P1 On the Surface
Name: A character's name should never just be their species name.
Species: What kind of pokemon are you? There are random pokemon generators if you just wanna roll.
Level: Pokemon have levels from 0 to 100. Divided this into 5 and you get 20 tiers which are comparable to your typical levels of D&D.
Class: There's Stat Progression, Skills, and Class Powers to think about.
Skills: Reading on what you class offered, you may have just a small handful or too many to think about all at once.
--P2 Stats
HP: (Base Stat Bonus + Class Level Bonus + 2d4)
-Unlike typical D&D, HP progress is also based on the pokemon's species where D&D races didn't always contribute something.)
Strength: (Base Stat Attack Bonus + Class Level Bonus + 1d4)
-Applied whenever you attempt a melee attack or involve your muscles in a skill.
Dexterity: (Class Level Bonus + 2d4)
-Applied whenever you attempt a ranged attack or involve your accuracy in a skill.
Physical Toughness: (Base Stat Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take non magic damage.
Magical Toughness: (Base Stat Special Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take magic damage.
Smarts: (Base Stat Special Attack Bonus + Class Level Bonus + 1d4)
-Applied when you attempt a magic attack melee or ranged or utilize your memory.
Wisdom: (Class Level Bonus + 2d4)
-Applied when you utilize your common sense or instincts.
Charisma: (Class Level Bonus + 2d4)
-Applied when you appearance and communication skills come into play.
Quickness: (Base Stat Speed Bonus)
-Applied on intuition rolls only.
Very much unlike normal D&D the modifier added to a skill is not based on a static stat, instead on how the skill is used. Here's and example. A character is stuck in the dark and wants to find the light switch. He rolls for Perception because he has the skill but adds his Dexterity Mod because he decided to use his hands to find his way around the room to coordinate. An argument can be made for wisdom as common sense should guide him but really it's about using your skills cleverly to get a better result.
Base Stat Bonuses and Class Level Bonuses can be found in another tab.
--P3
Moves are considered Magic. Any one particular move is a spell which can be sealed into a scroll by those with the skill and used later by those who can read them. Each class will determine what types of spells a character can remember and use; however, race will come into play as not all can learn enough moves to fit a particular class. They are separated into three categories: Physical, Special, and Status which is the standard variation found in the pokemon games. Pokemon that know Egg Moves are considered half-breed pokemon with traits of the father found in their appearance and magic. Any character starting with 3 or less Moves may take an Egg move. This information can be found on pokemon sites like bulbapedia. (There will be examples at the end.)
Abilities are basically racial bonuses. For those of you familiar with pokemon you already know that abilities just don't translate into D&D. Therefore this part is handled case by case where the DM will create it. This will be based on how the ability works in pokemon.
Features are unique per person. This is inspired by 5e D&D where you gain an advantage for doing something; however, instead of a re-roll power you simply get a plat +1 bonus when certain character related conditions are met. It should not be too specific but it should have to do with a primary character trait.
Example: Born to Rule: This character was born to rule over a kingdom and gets a +1 on rolls when his background would help him such as recalling information about the kingdom, use diplomacy with another kingdom, and fight to protect his kingdom.
--P4
Money. This realm uses the Standard 100 copper = 10 silver = 1 gold ratios. It's up the DM to create prices of goods and services; however, the general idea is that copper, silver, gold is equivalent to standard, good, and great quality. Every character begins with 1 Copper, 1 Silver, and 1 Gold. These should not be used at the start of the game for character creation.
Weapons. Every character starts with a standard weapon.
Armor. Every character starts with a standard armor.
Other items: A character may start with various items in their possession but none of them should provide bonuses during combat or for skills.
-------------------------
Every Pokemon posses base stats. We utilize these during character creation more than any other time in the game. So knowing how to access these numbers is essential at the beginning. First you have to know what kind of pokemon you want. Essentially this is the moment when you choose a race in D&D.
You can use randompokemon .com to get a random one. (Ask you DM about Legendaries as well as starting Levels as many pokemon do not evolve until a certain level or condition has been met.)
Once you know what pokemon you want then you go to a wiki site that contains that information. Personally I used Bulbapedia because it contains a LOT of information about the pokemon and it very organized in structure.
Once you have your Base Stat information you turn this into your Base Stat Bonuses. There are 6 Stats that utilize a base stat bonus. HP, Strength, Physical Toughness, Magical Toughness, Smarts, and Quickness.
For HP it's a simple calculation. For every 10 HP base stat it's +1. Here's a chart for you in case you get confused.
BASE HP / HP BONUS
1-10: (+1)
11-20: (+2)
21-30: (+3)
Etc
For those of you who already know about pokemon base stats, there's clearly good HP pokemon and bad HP pokemon because not everyone is equal and the distribution is very very high.
HP was easy, now we have Strength, Physical Toughness, Magical Toughness, and Smarts.
BASE STAT / Stat BONUS
0-10: (-3)
11-20: (-2)
21-30: (-1)
31-40: (+0)
41-50: (+1)
51-60: (+2)
61-70: (+3)
71-80: (+4)
81-90: (+5)
91-100: (+6)
101-110: (+7)
111-120: (+8)
121-130: (+9)
131-140: (+10)
141-150: (+11)
151-160: (+12)
161-170: (+13)
171-180: (+14)
181-190: (+15)
191-200: (+16)
201-210: (+17)
211-220: (+18)
221-230: (+19)
Just like before, there are pokemon who clearly have the upper hand due to their species. The common ones that even non-pokemon fans hear about like Mewtwo are much, much more powerful than any others. Make sure your DM is ok with the pokemon you choose because high stats can seem unfair to other players.
Now that last one, Quickness is calculated differently than HP or the other stats. It's a bonus to intuition rolls that determine the order of character turns.
Base Speed / Mod Bonus
5-25: (+0)
26-50: (+1)
51-100: (+2)
101-150: (+3)
151-200: (+4)
There's really no need to go any higher than 200.
The only other time you need to utilize base stats is when a pokemon evolves as that's essentially creating a new - yet similar - character who is improved from the previous version.
Now that you have your stats you need to determine your mods. Essentially when you got to use a skill or attack or whatever you need to add a stat to the roll. The Mod is what determines what is added based on the stat being used. This takes directly from D&D so it's not something new to D&D players. You will notice that many pokemon begin exceptionally weak! This is normal. DO NOT WORRY! For advancement is quick!
Stat : Mod
1: (-5)
2-3: (-4)
4-5: (-3)
6-7: (-2)
8-9: (-1)
10-11: (+0)
12-13: (+1)
14–15: (+2)
16–17: (+3)
18–19: (+4)
20–21: (+5)
22–23: (+6)
24–25: (+7)
30–31: (+10)
32–33: (+11)
34–35: (+12)
36–37: (+13)
38–39: (+14)
40–41: (+15)
42–43: (+16)
44–45: (+17)
In Combat Changes are rampant in pokemon. Increases and Decreases to stats are so common in fact that this will likely become a frequently used section.
-Increases-
Attack: the Strength Mod is increased by 1.
Defense: the Physical Toughness Mod is increased by 1.
Special Attack: The Smart Mod is increased by 1.
Special Defense: The Magic Toughness Mod is increased by 1.
Speed: The character's original result for initiative is increased by 1. (Wins in case of tie)
Evasion: If a character targets a character with increase Evasion then the Attacker has -1 on their 1d20 rolls against this target.
Accuracy: The character gets +1 on all 1d20 rolls.
-Decreases-
Attack: the Strength Mod is decreased by 1.
Defense: the Physical Toughness Mod is decreased by 1.
Special Attack: The Smart Mod is decreased by 1.
Special Defense: The Magic Toughness Mod is decreased by 1.
Speed: The character's original result for initiative is decreased by 1. (Wins in case of tie)
Evasion: If a character targets a character with decreased Evasion then the Attacker has +1 on their 1d20 rolls against this target.
Accuracy: The character takes -1 on all 1d20 rolls.
It is important to note that a character can only have 6 Stages increased or 6 stages decreased of any stat. The above lists will help convert the effects of stat changes from pokemon moves into combat quickly. It is usually a good idea to create an indicator of increases or decreases as many pokemon utilize stat changing moves. These changes only last until the end of the encounter.
-------------------------
EXP allows a character to Level Up. A pokemon may learn a new move, progress in stats, gain a new class power or evolve. So leveling up clearly is what separates the weak characters from the strong.
EXP is earned three different ways.
A) Defeating Opponents in Battle
B) Score a 20 or more during a Skill Check
C) Drink a Potion of Empowerment
We'll begin with what's new to D&D players. B!
Characters gain +1 EXP when they get a score of 20 or more on a skill check. This isn't during battle at all, only for skill checks. Only 1 EXP may seem so little but for new characters it's actually a lot. Over the course of a Campaign it really adds up!
Next we have C.
A Potion of Empowerment is the official name but potion masters across the land will always call it something different. The recipe always seems to make itself scarce just after it's been created. It makes these potions extremely rare to find in finalized form! Due to this, Potions of Empowerment may have side effects for their trade of quick progression.
1d20 is used to determine the side effects.
1. The character reverts to a pokemon egg and hatches in 3 days at level 1. (New character)
2. The character takes -1 on all Modifiers for 1d3 days.
3. The character cannot use moves for 1d3 days.
4. The character becomes Mute for 1d3 days.
5. The character becomes blind for 1d3 days.
6. The character becomes Def for 1d3 days.
7. No Side Effects
And back the the front we're at A!
They average party level is used to determine EXP earned. It's a bit of a formula that involves the number of combatants.
First we figure out what the average party level is compared to the foe's average party level.
5 or less you begin with 1 EXP.
3 to 4 lower you being with 2 EXP.
1 to 2 lower you begin with 3 EXP.
Same level you begin with 4 EXP.
1 to 2 higher you begin with 5 EXP.
3 to 4 higher you begin with 6 EXP.
5 or higher you begin with 7 EXP.
Now you divide the amount by the people in your party then take that times the number of enemies in their party. Always round to the nearest whole number but always give at least 1 EXP.
So Let's say there's five people in your party and you won against 5 foes. You were all the same level so you start with 4 EXP. Divide that by 5 and you get less than 1 but we're going to round it to 1 because of the rule. Next we take this times the number of enemies which was 5. Now everyone in your party gets 5 EXP.
What do characters need to get to the next level? Here's another formula!
(((Level x 4)/3)+3) Round to the Nearest Whole!
Lv : EXP needed to go up.
1: 4.
2: 6.-
3: 7.
4: 8.
5: 10.-
6: 11.
7: 12.
8: 14.-
9: 15.
10: 16.
11: 18.-
12: 19.
13: 20.
14: 22.-
15: 23.
16: 24.
17: 26.-
18: 27.
19: 28.
20: 30.-
21: 31.
22: 32.
23: 34.-
24: 35.
25: 36.
26: 38.-
27: 39.
28: 40.
29: 42.-
30: 43.
31: 44.
32: 46.-
33: 47.
34: 48.
35: 50.-
36: 51.
37: 52.
38: 54.-
39: 55.
40: 56.
41: 58.-
42: 59.
43: 60.
44: 62.-
45: 63.
46: 64.
47: 66.-
48: 67.
49: 68.
50: 70.-
51: 71.
52: 72.
53: 74.-
54: 75.
55: 76.
56: 78.-
57: 79.
58: 80.
59: 82.-
60: 83.
61: 84.
62: 86.-
63: 87.
64: 88.
65: 90.-
ETC.
And now Evolution!
Evolution by leveling up works as it does in the games. But other than that, the special requirements are a little more tricky in the game.
Standing in the way of many pokemon evolution is trade. For Trade Evolutions the character needs to have traveled 5 kilometers then evolves.
Another issue is Happiness. To keep things simple when a character earns a point of EXP or travels 1/2 Kilometer then happiness increases by 5. A character needs 50 Happiness to evolve via happiness. Evolution by Affection requires the character's player to have rested 8 hours each night for a full week without skipping a night.
Evolution stones, special locations, and weather are controlled by the GM and so the GM should be mindful of giving these to characters as eventually everyone should evolve if possible.
-------------------------
Some information was explained on the limit to the number of moves that a character can know.
However learning a move can be done in a number of ways.
A) By Level up. When a character levels up you check their species information to see if they gain any moves at that level.
B) Breeding. When a character is hatched and the father or mother carried an egg move then the child too has an egg move. An Egg move shows off in the character's appearance especially if the father was from a difference species. Example: an Eevee who's father was a Pikachu who passed down Wish will have visual traits from the father such as yellowed fur, red patches on its cheeks, etc.
C) Teacher, a character has a certain number of moves they can learn be tutored. Any other character who already knows that move can teach it to the character.
D) TM Scrolls (Temporary Magic), the character is able to absorb the magic from scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally TM Scrolls are one shots)
E) HM Scrolls (High Magic), the character is able to absorb the magic from the scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally HM Scrolls are not one shots. But are extremely expensive and hard to make.)
If a character would learn a move but is considered to have a full move set then they can forget a move to add on the new one. Here's this to help you keep track of it all.
Support
-Cleric: 6 Status, 3 Special, 1 Physical.
-Bard: 6 Status, 2 Special, 2 Physical.
Brawler:
-Fighter: 3 Status, 1 Special, 6 Physical.
-Monk: 3 Status, 2 Special, 4 Physical.
-Paladin: 3 Status, 3 Special, 3 Physical.
Skill:
-Ranger: 5 Status, 2 Special, 3 Physical
-Rogue: 5 Status, 1 Special, 4 Physical
-Druid: 5 Status, 3 Special, 2 Physical
Magic:
-Sorcerer: 5 Status, 4 Special, 1 Physical
-Wizard: 5 Status, 5 Special
Now we are at uses per day.
Pokemon moves have something called PP which stands for Power Points which determines how many times it could be used before the pokemon couldn't use it until rested. This number becomes the number of time per day that the move can be used. The character must sleep for 8 or more hours to fully recover PP of their moves.
-------------------------
There are 4 Categories of classes. In the last tab you had a peek at them but here's the full explanation.
Support
-Cleric
-Bard
Brawler
-Fighter
-Monk
-Paladin
Skill
-Ranger
-Rogue
-Druid
Magic
-Sorcerer
-Wizard
Cleric
Stat Progress
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Power: Channel Affinity
Up to five times a day the character can use 5 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.
Level 20 Class Power: Divine Artifact Affinity
Once per day the character may choose an item in their possession. Who ever holds this item that day shall have +1 Damage reduction from attacks made by characters with the opposite alignment as the character who made the divine artifact.
Level 35 Class Power: Dominion Affinity
The character chooses an Dominion to follow and gains a ritual that can be performed.
-White Magic Arts: Revival Ritual: the character takes 3 turns to cast this ritual, this revives a recently killed character to 1 HP, plus any HP that the cleric would like to tribute, This tributed HP can only be healed by 8 hours resting.
-Black Magic Arts: Necromancy Ritual: the character takes 3 turns to cast this ritual, this sacrifices HP from the character to animate a corpse as an undead creature with the tributed HP. This creature will follow any command until it is dismissed or vanquished. The character cannot heal that HP while the creature is 'alive.'
-Red War Arts: Empowering Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character gains a bonus to Strength Mod equal the number of moves that are prohibited from use.
-Green War Arts: Barrier Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character creates a small, self-serving dome barrier that absorbs damage both physical and magical in origin.
Level 50 Class Power: Aura Affinity
Ten rounds per day a character can share type(s) with any one character within 10 squares. It overwrites their type(s).
Level 65 Class Power: Ritual Affinity 2.
Twice per day a character may utilize a ritual which they may choose one to learn from the previous list.
Level 80 Class Power: Aura Affinity 2.
Twenty rounds per day a character can share type(s) with up to three characters within 10 Squares. It overwrites their type(s).
Level 95 Class Power: Channel Affinity 2.
Up to five times a day the character can use 15 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.
Cleric Skills: Diplomacy, Perception, Care For/Heal+, Knowledge (Book), and Profession.
Bard
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Power: Skill Gain
Choose one skill the character does not have and gain it, the character may take another Knowledge (Street).
Level 20 Class Power: Move Emulation
Once Per day the character can spend 5 PP from one known move to emulate 1 move seen during the encounter.
Level 35 Class Power: Jack of All Trades
The character can copy one of the following:
-Copy one Level 5 or 20 Class Power seen in use from another character.
-Copy one Skill seen in use from another character, adding it to their own.
-Copy one Ability seen in use from another character, able to choose which will be used in an encounter.
-Copy one Move from another character and learn it if there's enough room in the moveset, if not then a move can be forgotten to fit in the copied move.
Level 50 Class Power: Influential Performance
Once per day if the character uses their perform skill then it can be treated as having a roll of 20.
Level 65 Class Power: Jack of Trades 2
The character can copy again from the Class Power list above.
Level 80 Class Power: Influence Performance +
Twice per day if the character uses their perform skill then it can be treated as having a roll of 20.
Level 95 Class Power: Skill gain 2
Choose one skill, the character can gain it if not already owning it. If already owning the skill then add +. (A skill with + can be re-rolled once per day)
Class Skills: Diplomacy, Perception, Survival, Knowledge (Street)+, and Profession+
Fighter
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Power: Weapon+
Weapons used by this character do +1 Damage.
Level 20 Class Power: Armor+
Armor used by this character take +1 Damage.
Level 35 Class Power: Inner Self
Choose one of the following as the closest representation of the character.
-Barbarian: this character is neutral evil, anything evil they do has +1 Success and +1 Damage.
-Simple Man: this character is neutral good, anything good thing they do has +1 Success and +1 Damage.
-Drunkard: this character is chaotic neutral, anything they do in a drunken state has +1 Success and +1 Damage.
-Disciplined Man: this character is lawful neutral, anything they do to follow their own core rules has +1 Success and +1 Damage.
Level 50 Class Power: Realization
Once per day this character can use their Inner Self bonus out of alignment.
Level 65 Class Power: Strengthened Self
This character has +2 success and damage on their actions following their alignment.
Level 80 Class Power: Realization 2
Twice per day this character can use their Inner Self bonus out of alignment.
Level 95 Class Power: One with the Weapon
This character chooses 1 weapon and gets +2 Success and Damage when using it.
Class Skills: Perception, Maneuver, and Intimidate+
Monk
HP: +1 Every two levels starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every four levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Unarmed Attack
This character's unarmed attacks deal +1 Damage.
Level 20 Class Bonus: Shielded Defense
This character while not wearing armor takes -1 Damage.
Level 35 Class Bonus: Inner Sacrifice
The character chooses one of the following sacrifices and gains +1 on all 1d20 rolls while abiding to the sacrifice. Failing a sacrifice will cause a -1 for 1d3 days.
-Soul, the character must sacrifice time: 1 hour each day spent on meditation (-1 Kilometer to travel).
-Body, the character must sacrifice food: may only each 1 meal each day (-5 HP).
-Mind, the character must sacrifice emotion: may not express emotion (-5 Charisma mod).
Level 50 Class Bonus: Raw Technique
This character creates a special technique that is used as a move of one of the following types: Fighting, Normal or Dark. It does not take up a move slot. The Move Power is negatively coordinated with PP.
Move Power/PP
40-70: 15
71-90: 10
91-100: 5
101 - Up: 0.
Level 65 Class Bonus: True Sacrifice
The character takes on another sacrifice but their bonus increases to +2 on all 1d20 rolls. Failing one of them causes a -2 for 1d3 days.
Level 80 Class Bonus: Refined Technique
The character selects another type for that move that they posses. When the move is used it will utilize the type that is more effective. Increase the move power by 10.
Level 95 Class Bonus: Unarmed Attack+
This character's unarmed attacks deal +2 Damage.
Class Skills: Perception, Maneuver+, and Intimidate
Paladin
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Bonus: Soldier
When in the company of another Paladin from the same military troop this character gets +1 on all 1d20 rolls.
Level 20 Class Bonus: Trained Tactics
Can use Trained Tactics as a feature granting +1 success on anything related to tactical planning and execution.
Level 35 Class Bonus: Military Training
The character chooses a department of military to follow. Disobeying orders causes a -1 on all 1d20 rolls.
-Ground Troop: The character gets +1 Success and while following orders from allies.
-Platoon Leader: The character gives a +1 Success on following an order to all soldiers given the order.
-Bonded Rider: The character gets a mount ally from the military they are partners controlled by 1 player.
-Lone Knight: The character has +1 Success while separated from allies but -1 when forced to do something jointly.
Level 50 Class Bonus: Chosen Weapon
The character chooses a particular weapon. They get +1 Success and Damage while using that type of weapon.
Level 65 Class Bonus: Advanced Training
The character's Military Training bonus is doubled.
Level 80 Class Bonus: Custom Weapon
The character gets a specially crafted weapon. They get +2 success and damage while using that specific weapon.
Level 95 Class Bonus: Commander
The character can issue orders to Paladins of lower rank, Citizens of their Kingdom, and anyone place in their charge. If Diplomacy is necessary then it can be re-rolled once per day.
Class Skills: Diplomacy, Perception, and Maneuver
Ranger
HP: +1 Every two levels starting at level one.
Strength: +1 Every four levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Untamed
This character gets +1 Success when in the wilderness.
Level 20 Class Bonus: The Companion
This character gets a bonded ally whom the same player controls.
Level 35 Class Bonus: Desire's Apprentice
The Character Chooses one of the following paths.
-The Feral Hunter, when fighting Feral this character gets +1 Success on avoiding Feralism.
-The Assassin, this character gets +1 Success when targeting Leaders and Bosses.
-The Bounty Hunter, this character gets +1 Success when handling a captured target.
Level 50 Class Bonus: The Tracker
Once per day this character can declare a target and gets +1 Success while tracking that target.
Level 65 Class Bonus: Nature's Master
The character gets double the bonus from Desire's Apprentice.
Level 80 Class Bonus: Tamed Nature
Once per day this character can declare a location and gets +1 Success while tracking a target in this location.
Level 95 Class Bonus: Uncontrolled
This character's Untamed bonus is doubled.
Class Skills: Perception+, Survival, Bluff, Navigate, and Knowledge (Street)
Rogue
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Bonus: Quick Hands
This character can use Bluff at +1 Success if working with their hands.
Level 20 Class Bonus: Quick Feet
This character can use Bluff at +1 Success if attempting to escape in a crowd.
Level 35 Class Bonus: Master of Risks
This character chooses 1 path.
-Gambler: the character gains Gambling as a Profession and rolls 1d20 for gold instead of success.
-Performer: the character gains Perform as a Profession and rolls 1d20 for gold instead of success.
-Thief: the character gains Escape Bindings as Knowledge (Street) in addition to other skills.
-Infiltrator: the character can use Bluff at +1 Success if disguised.
Level 50 Class Bonus: One of the Many
This character can roll 1d4 to add difficulty of anyone searching for them in a crowded place.
Level 65 Class Bonus: Risks Paid in Full
When this character scores a 15 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.
Level 80 Class Bonus: Crowd Control
This character can roll 1d20 to add difficulty of anyone searching for them in a crowded place.
Level 95 Class Bonus: Blurred Out
When this character scores a 10 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.
Class Skills: Perception+, Survival, Maneuver, Bluff+, Navigate, Knowledge (Street)
Druid
HP: +1 Every level starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.
Level 5 Class Bonus: Mystic Watchmen
This character's Knowledge (Street) automatically includes events happening in the wilderness.
Level 20 Class Bonus: Ritual Cleansing
This character can cleanse Feralism from characters by performing an 8 hour ritual and rolling 1d20 where 10 or lower represents a failed attempt.
Level 35 Class Bonus: Keeper of Order
This character chooses one Order to follow and gains particular benefits.
-Earth, +1 Success for Grass, Ground, Rock, and Steel Type moves.
-Stars, +1 Success for Psychic, Electric, Fairy, and Ice Type moves.
-Moon, +1 Success for Dark, Ghost, Water, and Poison Type moves.
-Sun, +1 Success for Fire, Dragon, Flying, and Bug Type moves.
Level 50 Class Bonus: Bonded Companion
This character gains a companion played by the same player.
Level 65 Class Bonus: Order Master
The Keeper of Order Bonus is doubled.
Level 80 Class Bonus: Bonded Form
This character can change species for ten rounds and utilize 1 move of appropriate level from that species per transformation.
Level 95 Class Bonus: Mystic Protector
The character does not have to roll for Knowledge (Street) if it involves an even happening in the wilderness.
Class Skills: Perception, Survival+, Care For/Heal, Navigate+, Knowledge (Street)
Sorcerer
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.
Level 5 Class Bonus: Magic Bond
This character chooses a Move they know or will know from their move set. It gains 5 PP. Every five levels the selected move can be re-chosen,
Level 20 Class Bonus: Spell Empowering
This character's chosen Move has +1 Success and Damage.
Level 35 Class Bonus: Bloodlines
This character has a path forged by lineage. It gives them certain powers.
-Summoner, the character can use Spellcraft to summon servants. Success determines what's summoned.
-Illusionist, the character can use Spellcraft for the same purpose as the bluff skill.
-Oracle, the character can use Spellcraft to see into the future. Success determines details.
-Psion, the character can use Spelllcraft for the same purpose as the maneuver skill.
Level 50 Class Bonus: Tied to another Plane
This character chooses 1 elemental plane (the pokemon types) and can replace their type for five rounds a day with that chosen type.
Level 65 Class Bonus: Affliction
The powers of the bloodline increase as a +2 to Spellcraft rolls involving their special use in Bloodlines. However the character gains an affliction such as being Blind, Mute, etc.
Level 80 Class Bonus: Plane Bond
This character can slip through another plan once per day, moving up to five squares though obstacles.
Level 95 Class Bonus: Magic Resonance
Once per day this character's chosen move can be used as if the roll was 20.
Class Skills: Spellcraft+, Knowledge (Book), and Profession
Wizard
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every four levels starting at level one.
Level 5 Class Bonus: Mystical Fascination
This character can learn Moves from their move set early by seeing them in person and performing a spellcraft check. Success determines if the move is learned and how well. This can only be done once per day.
Level 20 Class Bonus: Spell Resistance
This character gains +1 Magic Toughness for five rounds per day.
Level 35 Class Bonus: Study Interest
This character studies a certain magical items, granting them knowledge of how to create them.
-Scroll Writing, this character can use Knowledge (Book) to write Scrolls.
-Potion Brewing, this character can use Knowledge (Book) to brew potions.
-Wand Whittling, this character can use Knowledge (Book) to whittle wands.
-Trinket Crafting, this character can use Knowledge (Book) to craft trinkets.
Level 50 Class Bonus: Prepared for Anything
This character gets +1 Success when using any of their created items.
Level 65 Class Bonus: Unparalleled Knowledge
This character can choose a second Study Interest.
Level 80 Class Bonus: Seen it All
Characters that target this character using any items that this character could craft will do so at -1 Success.
Level 95 Class Bonus: Wondrous Item
This character creates a wondrous item with a +4 bonus.
Class Skills: Spellcraft, Knowledge (Book)+, and Profession
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There exist 18 types which are essentially the elements of this realm. Types interact with each other like tic tac toe where one element may do double damage to another or take half damage or be immune. Pokemon fans know types very well but non fans don't!
Some species have 2 types such as Water/Ice or Grass/Poison. In these instances it's possible for a pokemon to take 4 times more damage from certain types or 4 times less damage.
It should be noted that items like weapons, armor, and every day objects relate to pokemon types based on their materials. Metal is obviously Steel Type, Wooden objects are Grass Type, the list goes on.
Pokemon have their listed strengths and weaknesses on their information pages to make it easier for players to keep track.
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