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Lord Tataraus
2007-11-30, 10:44 PM
I've recently picked up the free Pokéthulhu 3rd edition and instantly feel in love with it. Unfortunately I was dismayed to see that only about 32 or so Pokéthulhu were stated out!!! So, I come to you, great Playgrounders, to help expand this pitiful number of Pokéthulhu. Here is the format below:

Name
Power: # Speed: # Hit Points: #
Aspects: First, Second
Weakness: aspect

Injure: # dice (Name of attack, Aspect)
Dodge: # dice (Name of attack, Aspect)
Trap: # dice (Name of attack, Aspect)
Frighten: # dice (Name of attack, Aspect)

Pokénomicon Excerpt: <text here>

For those who are lazy, you'll find all the formating in the spoiler:Name
Power: # Speed: # Hit Points: #
Aspects: First, Second
Weakness: aspect

Injure: # dice (Name of attack, Aspect)
Dodge: # dice (Name of attack, Aspect)
Trap: # dice (Name of attack, Aspect)
Frighten: # dice (Name of attack, Aspect)

Pokénomicon Excerpt: <text here>

For easy reference here are the Aspects and simple guidelines to creating Pokéthulhu:


Aspects
Aspects are more than just Physical (or energy-manifested) literal concepts. They're spiritual resonances. It's something to do with geometry; nobody's really figured it out yet! These are the eight Aspects known to Pokéthulhu science (and examples of popular thulhu that have these Aspects):

Decomposing: For the dead/undead thulhu, or thulhu that just smell that way. Whip-Poor-Will is a Decomposing thulhu ('cause she's a death spirit).

Fishy: Speaking of smells! Swimmers and clawed beach-scuttlers alike are often Fishy. Dagong is a Fishy thulhu.

Fungous: Soft, squishy, yielding and mushy thulhu have this. Fungal Cluster is the most popular example.

Icy: They come from cold planets and can freeze you solid! Pokéthaqua is an Icy thulhu.

Luminescent: For thulhu using strange energies. Randy Carter's own cute little Pikathulhu is Luminescent.

Non-Euclidean: For thulhu who warp in and out of space and time, or run angles to reality. Tindaloo is a Non-Euclidean puppy escaped from the Cheap Curry Dimensions.

Squamous: The scaly, the slithery, the ophidian and the reptilian (and those who hang out with them) are Squamous, just like Scuttle.

Sticky: The wet, the slimy, the elastic and tentacular are Sticky thulhu. Nine-Tentacled Ftaghn isn't just sticky, it's especially Sticky.

New Aspects:
Legendary: The greatest and most powerful of the thulhu, these are the feared Paragons and Elders of the thulhu kind. Legendary thulhu have an extra 4 points maximum to spend on Power, Speed, and Hit Points and their attacks have a maximum of 4 dice. Attacks cannot have the Legendary aspect and Legendary cannot be chosen as a weakness.
Elder: The greatest of the great, the legends of all that is legendary are the Elder Thulhu. Their attacks can have any aspect except that of their weakness and gain Elder as an additional aspect type (i.e. an Icy-based attack has both the Icy and Elder aspects).

Creation Guidelines
Power, Speed, and Hit Points: No more than 20 total, each must be from 1 to 12.
Attacks: Must have at least 1 each, no more than 3 dice. Total dice cannot exceed 9 for trained, 6 for wild Pokéthulhu. (Note that some Pokéthulhu are wild only, some are trained only and some are both)

Here is an example of my own creation:

Glaakow
Power: 12 Speed: 3 Hit Points: 5
Aspects: Sticky, Fungous
Weakness: Icy

Injure: 3 dice (Methane Gas Explosion, Fungous)
Dodge: 1 dice (Slip-Slidin' Away, Sticky)
Trap: 2 dice (Sticky-Slimy Milk, Sticky)
Frighten: 3 dice (Horribly Nauseous Fumes, Fungous)

Pokénomicon Excerpt: Glaakow appears to be a normal cow, except covered in strange fungal growths that constantly ooze pus and release puffs of methane gas. The Glaakow is renown and feared for its powerful fumes and most avoid it, though those of strong stomach and greater sanity choose such creatures as powerful tools of fear.

A Wild Glaakow has 2 less injure and 1 less trap.
[hr]
Some useful resources:
Random Name generator (http://www.ruf.rice.edu/~pound/pokethulhu.html)(500 every 15 minutes)
Some fan-made examples of thulhu (http://wiki.rpg.net/index.php/POKENOMICON_-_UN-Official)
Pokéthulhu site (http://www222.pair.com/sjohn/pokethulhu.htm)
Download links for 3rd edition (the free one) (http://www222.pair.com/sjohn/downloads.htm#Pokethulhu)

Have at it!!

Lord Tataraus
2007-11-30, 10:46 PM
Pokénomicon Directory

Glaakow (http://www.giantitp.com/forums/showpost.php?p=3595679&postcount=1)
Millslime (http://www.giantitp.com/forums/showpost.php?p=3596166&postcount=3)
Cthudude (http://www.giantitp.com/forums/showpost.php?p=3599143&postcount=4)
M'nakarp (http://www.giantitp.com/forums/showpost.php?p=3599255&postcount=5)
Pidgyahkee (http://www.giantitp.com/forums/showpost.php?p=3599352&postcount=6)
Gerbi-Az (http://www.giantitp.com/forums/showpost.php?p=3600864&postcount=14)
Poetto (http://www.giantitp.com/forums/showpost.php?p=3601076&postcount=15)
Gilgarok (http://www.giantitp.com/forums/showpost.php?p=3601076&postcount=15)
Enkidork (http://www.giantitp.com/forums/showpost.php?p=3601076&postcount=15)
Prexador (http://www.giantitp.com/forums/showpost.php?p=3601242&postcount=16)
Deeplord of the Lost City (http://www.giantitp.com/forums/showpost.php?p=3601982&postcount=17)
Nathunk (http://www.giantitp.com/forums/showpost.php?p=3602697&postcount=18)
Toxinath (http://www.giantitp.com/forums/showpost.php?p=3602697&postcount=18)
Sab'uhl-Ey (http://www.giantitp.com/forums/showpost.php?p=3604063&postcount=19)
Chak'lothu (http://www.giantitp.com/forums/showpost.php?p=3604063&postcount=19)
Chronocta (http://www.giantitp.com/forums/showpost.php?p=3604285&postcount=20)
Noctoroth (http://www.giantitp.com/forums/showpost.php?p=3604285&postcount=20)
Maiouth (http://www.giantitp.com/forums/showpost.php?p=3604442&postcount=21)
Permeouth (http://www.giantitp.com/forums/showpost.php?p=3604442&postcount=21)
Sineouth (http://www.giantitp.com/forums/showpost.php?p=3604442&postcount=21)
Vampushroom (http://www.giantitp.com/forums/showpost.php?p=3609828&postcount=27)
Mythulhu (http://www.giantitp.com/forums/showpost.php?p=3610109&postcount=28)
The Color Out of Space (http://www.giantitp.com/forums/showpost.php?p=3618983&postcount=29)
Yidhrarizard (http://www.giantitp.com/forums/showpost.php?p=3629290&postcount=30)
Qwila-Tegoth (http://www.giantitp.com/forums/showpost.php?p=3629290&postcount=30)
Lumshroom (http://www.giantitp.com/forums/showpost.php?p=3646282&postcount=33)
Arbormortum (http://www.giantitp.com/forums/showpost.php?p=3646282&postcount=33)
Remorhastur (http://www.giantitp.com/forums/showpost.php?p=3663436&postcount=34)
Draghastur (http://www.giantitp.com/forums/showpost.php?p=3663436&postcount=34)

Vadin
2007-12-01, 01:25 AM
Millslime
Power: 7 Speed: 8 Hit Points: 5
Aspects: Sticky, Non-Euclidian
Weakness: Icy

Injure: 2 dice (Semisonic Moo, Non-Euclidian)
Dodge: 3 dice (Beanbag Body, Sticky)
Trap: 3 dice (Juxtaposition, Non-Euclidian)
Frighten: 1 dice (Mud Melt, Sticky)

Pokénomicon Excerpt: Much like Glaakow, Millslime resembles in many ways an average cow. Where Glaakow is terrible and covered in fungus, however, Millslime is merely illogical and amorphous. "The Mud Bull", as Millslime is often called, is famous for its bulbous balls of slime that seem to phase in and out of existence, traveling along its body when no one is watching. In fact, no can ever recall actually seeing its legs move when it walks, either...

Millslime are never seen in the wild and can only be encountered trained.

Reptilius
2007-12-01, 05:14 PM
Cthudude
Power: 8 Speed: 4 Hit Points: 8
Aspects: Squamous, Decomposing
Weakness: Icy

Injure: 3 dice (Horrid Fangs, Squamous)
Dodge: 2 dice (Discorporate, Decomposing)
Trap: 1 dice (Envelop, Squamous)
Frighten: 3 dice (Otherworldly Hiss, Decomposing)

Pokénomicon Excerpt: Cthudude is a floating sphere of knotted snakes with "arms" composed of several snakes each sticking out its sides. Regular Cthududes are invisible and intangible spirits of the dead; they attract nearby ophidians to make up their bodies. It dodges by releasing all its component snakes and reforming a short distance away.

Wild Cthududes have one less Injure die and two less Frighten die.

Lord Tataraus
2007-12-01, 05:39 PM
M'nakarp
Power: 1 Speed: 3 Hit Points: 2
Aspects: Fishy, Sticky
Weakness: Decomposing

Injure: 1 dice (Feeble Splash, Fishy)
Dodge: 3 dice (Frantic Swimming, Fishy)
Trap: 1 dice (Stink of Fish Slime, Sticky)
Frighten: 1 dice (Nasty Slime, Sticky)

Pokénomicon Excerpt: The M'nakarp is known as the most pathetic of thulhu and the most annoying. Always found in the wild since no one in their right or even their wrong mid would train one. The M'nakarp flop around and smell bad, though are extremely tasty in a variety of dishes. Most freshmen revere the M'nakarp for this reason.

Project_Mayhem
2007-12-01, 05:58 PM
Pidgyahkee
Power: 4 Speed: 6 Hit Points: 4
Aspects: Squamous, Fungous
Weakness: Luminescent

Injure: 1 dice (Icky Blood Drain, Squamous)
Dodge: 3 dice (Interstellar flight, Squamous)
Trap: 1 dice (Squelchy grasp, Fungous)
Frighten: 2 dice (Unnecessarily complex description, Squamous)

Pokénomicon Excerpt: <A relatively common Pokéthulhu, Pidgyahkee is many Cultist's first encounter. Noturiously hard to describe, they are often said to be a strange mix of crow, mole, buzzard, ant, decomposed corpse, and Anne Robinson>

Reptilius
2007-12-01, 06:22 PM
I recently homebrewed a new Thulu Aspect:


LEGENDARY

Legendary thulu have only one aspect: Legendary.
When a Lengendary thulu is affected by an aspect it is weak against, only three-quarters of the number on the extra die is counted.
A Legendary thulu can only have attacks of its second Aspect.
Legendary thulu are one-of-a-kind beings of incredible power. Only one of each exists (although some may have diametric opposites).
Due to their incredible might, at creation Legendary thulu have 24 points to spend on Power, Speed, and HP, a maximum of four die in each attack, and 9 die to spend on attacks.


What do you think? Overpowered? They are one-of-a-kind and highly intelligent, so they'd probably be villains, puppetmasters, or MacGuffins.


Magmarcane
Power: 7 Speed: 8 Hit Points: 9
Aspects: Legendary/Luminescent Paragon
Weakness: Icy

Injure: 4 dice (Volcanic Doom, Luminescent)
Dodge: 2 dice (Blinding Flare, Luminescent)
Trap: 1 dice (Fire Coils, Luminescent)
Frighten: 2 dice (Searing Vision, Luminescent)

Pokénomicon Excerpt: Magmarcane was actually a powerful human wizard of long ago, who used his thulu to create a citadel in the Earth's mantle. Living in isolation surrounded by thulu, he became madder and madder until his humanity departed from him and Magmarcane burst from his mortal shell, brooding and observing the world above from his massive dungeon. Through his centuries of observation, he knows almost all human lore, making him a valuable resource for his potential Cultist.

Lord Tataraus
2007-12-01, 06:31 PM
I glad to see a number of responses, we're to a good start!

On the Legendary aspect: very good idea, though I'd personally go for a more "paragon" approach, meaning they have two aspects as normal, legendary and some other one, but that means all attacks are of the non-Legendary aspect. However, the Legendary aspect allows for the increase in points for Power/Speed/Hit Points and increased dice. I'd lower the points to 24 though. Remeber that a 12 means you have an 11 in 1 chance of success, with 30 points you can max power and speed out and still have 6 points for HP, with 24 points you can only max out 1, but still have a lot left over.

Reptilius
2007-12-01, 06:47 PM
I like your ideas, but with one hangup. If they can only take attacks from their second Aspect, that decreases their versatility even more than a regular thulu's two Aspects. It may be to make them more balanced, but remember: they're supposed to be somewhat unbalanced. Like the omnipresent legendary sword in 90% of all fantasy everywhere.

Lord Tataraus
2007-12-01, 07:04 PM
I like your ideas, but with one hangup. If they can only take attacks from their second Aspect, that decreases their versatility even more than a regular thulu's two Aspects. It may be to make them more balanced, but remember: they're supposed to be somewhat unbalanced. Like the omnipresent legendary sword in 90% of all fantasy everywhere.

4 dice is legendary enough, nothing gets that many. As I said before, I would think of Legendaries as paragons of one aspect, not everything minus one.

Reptilius
2007-12-01, 08:46 PM
4 dice is legendary enough, nothing gets that many. As I said before, I would think of Legendaries as paragons of one aspect, not everything minus one.

Touche. But not all legendaries would make sense as single paragons. Take Magmarcane:
-Lava-beast: Sticky and Luminescent
-Powerful Wizard: Non-Euclidean and Luminescent.

And another, not-yet-fully statted legendary:
-Giant, deep sea sea monster: Fishy and Icy
-Infinite size: Non-Euclidean
-LOTS of tentacles: Sticky (and a little Non-Euclidean)

While they would make some sense as paragons, they also have other qualities that make them more than one type. Legendary could be a sort of superaspect, somewhat like Magic. They have two types, but are also legendary. Maybe the 4 dice max could be for their two aspects only.

Lord Tataraus
2007-12-01, 09:12 PM
I thought of a better comprise:

New Aspect - Elder
May only be accompanied by the Legendary aspect. Thulhu with the Elder aspect can have attacks of any aspect type except that of their weakness. All of that thulhu's attacks also have the Elder type.

Elder, unlike Legendary, can be taken as a weakness by any thulhu with the Legendary aspect.

So, what do you think? This allows for Paragons of an aspect and Elders (referring to elder gods of evil of course).

Reptilius
2007-12-01, 10:27 PM
Genius! Now I just have to decide if Magmarcane is a Paragon or an Elder.

Lord Tataraus
2007-12-02, 01:05 AM
Gerbi-Az
Power: 6 Speed: 12 Hit Points: 6
Aspects: Legendary, Icy
Weakness: Elder

Injure: 3 dice (Frosty Nibble, Icy)
Dodge: 4 dice (Sleeting Dash, Icy)
Trap: 1 dice (Freezing Spit, Icy)
Frighten: 1 dice (Creepy Cold, Icy)

Pokénomicon Excerpt: The Gerbi-Az looks like a giant frozen gerbil which is extremely cute and fierce. The Gerbi-Az is a paragon of the Icy aspect, a legend to all Cultists. Only the best and most attuned to the Icy aspect can dare handle the insanity-inducing cuteness of this thulhu.

Gerbi-Az are only found trained.

Vadin
2007-12-02, 02:28 AM
Here's a few more spawned by 2 AM Mountain Dew, Futurama, and Boy Scouts:

Poetto
Power: 4 Speed: 6 Hit Points: 10
Aspects: Non-Euclidian, Fungous
Weakness: Decomposing

Injure: 2 dice (Malice Mold, Fungous)
Dodge: 2 dice (Run At A Right Angle, Non-Euclidian)
Trap: 2 dice (Suction Spores, Fungous)
Frighten: 3 dice (Your Worst Nightmare, Non-Euclidian)

Pokénomicon Excerpt: Poetto are rarely seen in their natural form, tending to take the shapes of other thulu to disguise themselves. While weak compared to more mainstream thulu like Gilgarok, Poetto hold great potential for trainers willing to adapt to their unique battle styles. Any cultist who can wrap their minds around Poetto's transformation abilities is sure to drive his enemies all the way to adulthood!

Wild Poetto have 1 less die in Injure, Dodge, and Trap.


Gilgarok
Power: 8 Speed: 6 Hit Points: 6
Aspects: Icy, Luminescent
Weakness: Non-Euclidian

Injure: 3 dice (Gilgarok Smash, Icy)
Dodge: 1 dice (Flashbang Blink, Luminescent)
Trap: 3 dice (Look At The Shiny, Luminescent)
Frighten: 2 dice (Illusory Fractional Diefication, Luminescent)

Pokénomicon Excerpt: This hulking brute is arguably the most logical of all thulu. He's large, powerful, and terribly cruel; a perfect thulu for beginners! Randy fights one of these buggers in episode #739, "To Catch A Prexador!" and narrowly escapes a 'crushing' defeat. Except for their unearthly appearance, there's really very little difference between a Gilgarok and a very large and intelligent ape.

Wild Gilgarok have two less Trap dice and one less Frighten die.


Enkidork
Power: 4 Speed: 11 Hit Points: 5
Aspects: Squamous, Luminescent
Weakness: Fishy

Injure: 2 dice (Pitviper Punch, Squamous)
Dodge: 3 dice (Headlight Stare, Luminescent)
Trap: 2 dice (Anaconda Kisses, Squamous)
Frighten: 2 dice (Animalistic Visage, Luminescent)

Pokénomicon Excerpt: Big eyes, big teeth, and three tiny brains: Enkidork look like cartoony raccoons mixed with a pit viper. While not very threatening on their own, they tend to team up with bands of Gilgaroks to hunt down children and other prey.

Wild Enkidorks have one less die in Injure, Dodge, and Frighten.

Vadin
2007-12-02, 04:28 AM
Prexador
Power: 9 Speed: 10 Hit Points: 5
Aspects: Legendary, Squamous
Weakness: Elder

Injure: 2 dice (Flay Of Zuul, Squamous)
Dodge: 4 dice (Nosedive, Squamous)
Trap: 1 dice (Wingnap, Squamous)
Frighten: 2 dice (Fillet Of Soul, Squamous)

Pokénomicon Excerpt: An ancient thulu made of what appears to be stone, this terrible entity flies across the earth devouring mortals and thulu alike. Its long, hooked beak allows it to make short work of smaller foes, and the claws on its wingtips give tougher enemies a run for their money as well. None comprehend the rationale behind its malicious attacks, leading many to suspect there isn't any. Only the most ancient of thulu can be sure of its vile machinations...

Prexador are so powerful they are considered trained, even when encountered in the wild.

Reptilius
2007-12-02, 10:27 AM
Deeplord of the Lost City
Power: 8 Speed: 4 Hit Points: 12
Aspects: Legendary, Elder
Weakness: Luminescent

Injure: 4 dice (Crushing Maw, Fishy)
Dodge: 1 dice (Slippery Skin, Sticky)
Trap: 2 dice (Freezing Glare, Icy)
Frighten: 2 dice (Maddening Size, Non-Euclidean)

Pokénomicon Excerpt: This thulu is an Ancient Elder Evil, and should only be approached by a master Cultist. Alone, this thulu sank the advanced continent of Atlantis, pulling it underwater to make a home for itself in this dimension. This thulu takes the form of a massive eel, with thousands of tentacles surrounding its head. The Deeplord is actually infinite in size, taking up about 1/4 of the ruins of Atlantis, its tail trailing of into a dimensional rift at the bottom of an incredibly deep trench. When summoned, its body extends from the Dodecahedron. This thulu has incredible control over water, able it instantly freeze, churn, or boil it at will.

Vadin
2007-12-02, 01:52 PM
Nathunk
Power: 8 Speed: 6 Hit Points: 6
Aspects: Fishy, Squamous
Weakness: Luminescent

Injure: 2 dice (Digest, Squamous)
Dodge: 1 die (Leap, Fishy)
Trap: 1 dice (Secrete Poison, Fishy)
Frighten: 2 die (Inhale And Inflate, Fishy)

Pokénomicon Excerpt: In episode #286, "Oh, R'yleh?", one of these froggy little devils gave Randy's Tindaloo a thorough pounding, eliminating Randy Carter from the Elder Four Tournament on the Victory Road To Madness. Nathunk secretes chemicals to slow foes down before it digests them while they struggle to escape the powerful neurotoxins.

Nathunk are only encountered wild.


Toxinath
Power: 10 Speed: 4 Hit Points: 6
Aspects: Fishy, Squamous
Weakness: Luminescent

Injure: 2 dice (Digest, Squamous)
Dodge: 2 dice (Wiggle Room, Squamous)
Trap: 3 dice (Super Poison, Fishy)
Frighten: 2 dice (Inhale And Inflate, Fishy)

Pokénomicon Excerpt: Toxinath is a more advanced form of Nathunk, with a stronger poison and extra evil. They typically hunt wayward swimmers and fish, keeping to polluted rivers and streams to take advantage of sludge's darkness and viscosity.

A wild Toxinath has 1 less die in Injure, Firghten, and Trap.

Vadin
2007-12-02, 07:04 PM
Sab'uhl-Ey
Power: 3 Speed: 12 Hit Points: 5
Aspects: Decomposing, Icy
Weakness: Sticky

Injure: 3 dice (Leap Anon, Icy)
Dodge: 1 dice (Leper Anew, Decomposing)
Trap: 2 dice (Cave-In, Decomposing)
Frighten: 3 dice (Infinite Gaze, Icy)

Pokénomicon Excerpt: Their eyes are like gemstones, glittering in the starlight. Sab'uhl-Ey live in the deepest of caves and are to be approached with extreme caution. They use the dark to their advantage to spring forth from the unknown and take down their targets before the hunted knows theres a hunter at all.

Wild Sab'uhl-Ey have 1 less die in Frighten and 2 less dice in Injure.


Chak'lothu
Power: 8 Speed: 9 Hit Points: 3
Aspects: Non-Euclidian, Luminescent
Weakness: Fungous

Injure: 2 dice (Burning Humiliation, Luminescent)
Dodge: 2 dice (Dummysayswhat, Luminescent)
Trap: 2 dice (Touche, Non-Euclidian)
Frighten: 3 dice (Yo Momma So Ugly, Luminescent)

Pokénomicon Excerpt: Chak'lothu take the form of small, mundane avian creatures. Though they appear docile and harmless, these little birds grow large red eyes at the first sign of a challenge. They very rarely directly attack their foes, preferring instead to mock enemies into the fetal position via harsh insults and caustic sarcasm.

Wild Chak'lothu have 1 less die in Dodge, Trap, and Injure.

Reptilius
2007-12-02, 08:06 PM
Chronocta
Power: 5 Speed: 9 Hit Points: 6
Aspects: Non-Euclidean, Luminescent
Weakness: Decomposing

Injure: 2 dice (Mind Blast, Luminescent)
Dodge: 2 dice (Time Shuffle, Non-Euclidean)
Trap: 2 dice (Phantasmagoria, Non-Euclidean)
Frighten: 3 dice (Eternal Witness, Non-Euclidean)

Pokénomicon Excerpt: Chronocta is an owl-like thulu, with very large, yellow eyes. This is the only accurate description, as these are the only traits that those who encounter it remember. It has some rudimentary control over time, and can blast its foes with with shockwaves of psychic force, sending them into a microcosm made of their own fears. It devolves into Noctoroth if it stays awake from sunrise of the day before the full moon to moonset the day after. Cultists usually give them caffiene to do so, but this can cause permanent brain damage to the Noctoroth.

Wild Chronocta possess one less dodge die, frighten die, and injure die.

Noctoroth
Power: 6 Speed: 7 Hit Points: 7
Aspects: Non-Euclidean, Luminescent
Weakness: Decomposing

Injure: 3 dice (Psyrend, Luminescent)
Dodge: 2 dice (Fold Time, Non-Euclidean)
Trap: 2 dice (Collapse Consciousness, Non-Euclidean)
Frighten: 2 dice (Primal Nightmares, Luminescent)

Pokénomicon Excerpt: This thulu was first encountered in #287, "Ia, R'yleh!". An exceptionally cruel Cultist had devolved his Chronocta with dangerous amounts of Red Millslime, making it almost uncontrollable and even more insane. Its own rage saved Randy and Co.'s lives, collapsing a section of tunnel on itself and its Cultist. More "well-adjusted" Noctoroths are more easily controlled. They appear as humanoid owls, with a jagged red-and-black stripe pattern. They have hands with opposable thumbs extending from their wing joints, and bear mysterious and intricate golden staves, which cannot be parted from them. Their psychic and chronal powers are more developed than its younger stage.

There are no wild Noctoroths. Any encountered in the wild are likely escaped from or set loose by their masters.

Vadin
2007-12-02, 08:45 PM
Maiouth
Power: 5 Speed: 9 Hit Points: 6
Aspects: Decomposing, Non-Euclidian
Weakness: Fishy

Injure: 1 dice (Toothy Grin, Decomposing)
Dodge: 2 dice (Phase Out, Non-Euclidian)
Trap: 3 dice (Right Behind You, Non-Euclidian)
Frighten: 3 dice (Just Laugh And Smile, Decomposing)

Pokénomicon Excerpt: Maiouth are commonly described as huge, grinning felines made of what looks like at least 10 different cats. They stalk and torment their prey in the wee hours of the morning, laughing maniacally and disappearing when looked at directly.

Wild Maiouth have 2 less dice in Trap and 1 less in Dodge.


Permeouth
Power: 11 Speed: 4 Hit Points: 4
Aspects: Decomposing, Luminescent
Weakness: Fishy

Injure: 3 dice (Mawed Rip, Decomposing)
Dodge: 2 dice (Duck And Roll, Decomposing)
Trap: 2 dice (Horrendously Bright Lights, Luminescent)
Frighten: 2 dice (Discombobulated Soul, Decomposing)

Pokénomicon Excerpt: Permeouth have been compelled by their Cultists to shed Maiouth's corporeal body, retaining only eyes and their terrible mouths. Unlike their smaller cousins, they do not fade in and out of reality and instead viciously attack any who stare directly into their luminous orbs.

Permeouth can only be encountered trained, as they are not naturally occurring.


Sineouth
Power: 7 Speed: 9 Hit Points: 3
Aspects: Decomposing, Non-Euclidian
Weakness: Elder

Injure: 3 dice (Para-Realistic Bite, Non-Euclidian)
Dodge: 2 dice (Phase Out, Non-Euclidian)
Trap: 1 dice (Gotcha!, Decomposing)
Frighten: 3 dice (The Thing That Howls In The Night, Decomposing)

Pokénomicon Excerpt: Sineouth are very similar to Permeouth in that they have left behind their rotting remains in favor of eyes and a smile. They do differ, however. Sineouth are less malicious than their cousins, preferring instead to simply taunt wayward travelers during the night. A Sineouth's teeth and eyes glow with a horrid purple light, evidence of their birth. While a Maiouth need merely be instructed to devolve into a Permeouth, Sineouth are only created when a Maiouth's body shedding is interrupted by a powerful blast of Elder energies. These energies warp the nature of the Permeouth, leaving it changed and weak to that most ancient of powers.

Sineouth are never encountered wild, as they can only be created particularly insane Cultists.

Vadin
2007-12-03, 07:09 PM
Anybody here run pokethulu games they'd like to share? What sort of adventures did the character go on, how many thulu did they have (overall power level you played at), and how closely did you adhere to the whole Randy Carter pseudo-pokemon story?

Vadin
2007-12-03, 07:16 PM
Anybody here run pokethulu games they'd like to share? What sort of adventures did the character go on, how many thulu did they have (overall power level you played at), and how closely did you adhere to the whole Randy Carter pseudo-pokemon story?

Lord Tataraus
2007-12-03, 08:29 PM
Anybody here run pokethulu games they'd like to share? What sort of adventures did the character go on, how many thulu did they have (overall power level you played at), and how closely did you adhere to the whole Randy Carter pseudo-pokemon story?
Not yet, but I'll tell you about it afterwards. I'll probably run a game as a full pokemon parody with my group back at home after finals so about 2-3 weeks from now. You, it might be possible to play a PbP of this...

Reptilius
2007-12-03, 09:03 PM
Not yet, but I'll tell you about it afterwards. I'll probably run a game as a full pokemon parody with my group back at home after finals so about 2-3 weeks from now. You, it might be possible to play a PbP of this...

Ah, yes, but how would we implements Chaos cards (if at all)? Not only do the players keep them secret from the Owner,but they relate to a TV show that doesn't even exist.

Lord Tataraus
2007-12-03, 10:17 PM
Ah, yes, but how would we implements Chaos cards (if at all)? Not only do the players keep them secret from the Owner,but they relate to a TV show that doesn't even exist.

Of course you use them, for hilarity and on the off chance some one actually guesses correctly (extremely low chance but who cares?). The game is not meant to be completely serious. If you really want to, make your own cards and have them just parody Pokemon and make the answers simple.

Edit: Of course, in a PbP they could not be secret from the Owner, but I don't think that really matters.

Reptilius
2007-12-03, 10:36 PM
Vampushroom
Power: 6 Speed: 4 Hit Points: 10
Aspects: Funguous, Decomposing
Weakness: Luminescent

Injure: 3 dice (Bloodthirst, Decomposing)
Dodge: 1 dice (Spore Cloud, Fungous)
Trap: 3 dice (Entangling Growths, Fungous)
Frighten: 2 dice (Stench of Decay, Decomposing)

Pokénomicon Excerpt: Vampushroom is a large, ambulatory mushroom, supported by a nest of fungous tentacles. It craves the bodily fluids of living organisms, trapping them in its tentacles and dropping them into the toothy maw that opens from its cap. It is not too picky about its prey,and must be trained not to attack its Cultist's companions.

Wild Vampushrooms have one less Injure die, one less Frighten die, and one less Trap die.

Mewtarthio
2007-12-03, 11:19 PM
Mythulhu
Power: 5 Speed: 10 Hit Points: 9
Aspects: Legendary, Non-Euclidean
Weakness: Elder

Injure: 1 dice (Burning Madness, Non-Euclidean)
Dodge: 2 dice (Nothing to Attack, Non-Euclidean)
Trap: 3 dice (What Are You Running From?, Non-Euclidean)
Frighten: 3 dice (No Escape, Non-Euclidean)

Pokénomicon Excerpt: This thulhu actually does not exist--or does it? Some claim it is a force of madness, spreading itself from person to person on the winds of whispers and rumors, destroying people's souls with the gnawing question of its own existence. Others claim that it is merely a rumor, and that those who fall before it are nothing more than superstitious fools who let themselves be torn apart by silly little campfire stories.

Randy heard mention of this 'thulhu in #347: Where Are You, Mythulhu?, in which he entered a town tearing itself apart in the fear of this Pokethulhu. Fans of the show probably still remember the amusing antics of Darrin Herbert, the thulhu trainer who was so terrified by the Mythulhu that he'd trapped himself within an airtight box, so that no thulhu could get at him. Thankfully, Randy and his friends were able to convince the town to get over their fears of nothing, and that Mythulhu had no real power unless people believed he existed. However, after our heroes left the town, the final shot of the episode showed Herbert, still in his box, with his soul and marrow sucked out. Some particularly avid fans have pointed out that Randy got directions to the town from an atlas in #346, but no maps in any future episodes show the town. Does Mythulhu exist? Keep watching more episodes to find out!

Reptilius
2007-12-05, 05:44 PM
The Color Out of Space
Power: 8 Speed: 10 Hit Points: 6
Aspects: Legendary, Elder
Weakness: Fishy

Injure: 2 dice (Monstrous Decay, Decomposing)
Dodge: 2 dice (Blend, Non-Euclidean)
Trap: 1 dice (Unnatural Blooms, Funguous)
Frighten: 4 dice (Horrible Prismatics, Luminescent)

Pokénomicon Excerpt: The Color Out of Space was featured in the 27th Pokethulu movie. A meteor of an unidentifiable substance crashed into a small farming village, poisoning the land and mutating the plants. The sources of the infestation (and the bizzare affliction of the townsfolk, causing them to become gray and withered monsters before turning into ash) were small bubbles of an indescribable color, all part of a single "organism" (or rather, spectrum). It began expanding its dominion over a wide tract of land, but Randy and Co. stopped it by removing it and the land it controlled to a pocket dimension, stranding the survivors and leaving naught but a field of strangely colored ashes in its place...

The COoS is a large bubble, filled with (or possibly emitting?) an entirely unhealthy form of visible light. Its essence permeates the ground around it, allowing it some rudimentary control over plants, which become large, strangely colored, and otherwise just wrong. Its hue is not any sane color, and some flee in stark terror as soon as seeing it. It can fade from view at will. It can infuse its victims with its particular wavelength, causing them to wither into twisted, pitiable shells.

Lord Tataraus
2007-12-07, 06:23 PM
Yidhrarizard
Power: 6 Speed: 4 Hit Points: 5
Aspects: Luminescent, Squamous
Weakness: Icy

Injure: 2 dice (Burning Tail, Luminescent)
Dodge: 1 dice (Blinding Light, Aspect)
Trap: 2 dice (Fascinating Lights, Aspect)
Frighten: 1 dice (Growl Pathetically, Squamous)

Pokénomicon Excerpt: Yidhrarizard is a red-scaled lizard thulhu that has a fiery light on the end of its tail which slowly burns away its tail during its pathetic life. The thulhu likes to wave its tail around and blind those who come near it even if its not very good at it.

Qwila-Tegoth
Power: 2 Speed: 10 Hit Points: 7
Aspects: Fishy, Icy
Weakness: aspect

Injure: 1 dice (Bite Pathetically, Fishy)
Dodge: 2 dice (Flail Around Splashing, Fishy)
Trap: 2 dice (Freeze With Really Cold Water, Icy)
Frighten: 1 dice (Flail Around Menacingly, Fishy)

Pokénomicon Excerpt: This thulhu appeared as a cameo in episode #167: Return of the Beach Boys then as a main opponent that moved too quickly for Randy Carter's thulhu in episode #222: Let's Cuttle, Dear.

Reptilius
2007-12-09, 04:44 PM
Grym
Power: 8 Speed: 4 Hit Points: 12
Aspects: Legendary, Decomposing
Weakness: Elder

Injure: 2 dice (Soul Disjunction, Decomposing)
Dodge: 2 dice (Ghostly Form, Decomposing)
Trap: 3 dice (Souls of the Damned, Decomposing)
Frighten: 2 dice (Death's Toll, Decomposing)

Pokénomicon Excerpt: <To Be Added>

Mewtarthio
2007-12-09, 05:32 PM
Madmanor
Power: 7 Speed: 3 Hit Points: 10
Aspects: Non-Euclidean, Decomposing
Weakness: Fishy

Injure: 3 dice (Poltergeist, Decomposing)
Dodge: 1 dice (Cloud of Mustiness, Decomposing)
Trap: 2 dice (Labyrinthine Hallways, Non-Euclidean)
Frighten: 3 dice (The Walls Are Dripping Blood, Decomposing)

Pokénomicon Excerpt: Many thulhu Cultists hear legends about haunted houses, and almost all of them promptly investiage in hopes of catching new Decomposing thulhu. Madmanor prey upon such Cultists. The portion of its form that intersects our world is that of a door leading into its massive insides, where it drives victims mad and devours their souls. It generally lies in wait in the doorways of homes long abandoned, using its natural camoflague to look like it belongs there (it can even adjust the appearance of its insides to look just like the interior of such a home). Its door is well-armored and not particularly vital anyway, so a Madmanor can only be fought from within, on its own terms. Its one weakness is that nobody sells flood insurance.

Cultists who know of the true nature of the Madmanor find the creatures invaluable, as demonstrated in #792: Behind the Door of Madmanor. In that episode, the Cultist Sherry McFall was using her thulhu as thieves, shoplifting from people while they were distracted by unmentionable horrors and hiding the goods inside her Madmanor. It was all fun and games before Sherry stole the Virginia Tech T-Shirt that Sonia had just won in a contest. When Randy went inside Sherry's "home" to steal it back, he was quite suprised indeed when a knife flew off the table and plunged itself in his abdomen! Fortunately, Pikathulhu taught Sherry the valuable lesson that stealing is wrong if your victim has powers beyond sanity under his or her control, and the episode ended happily with Randy in critical condition. Well, except for Sherry, who was still inside the Madmanor when it entered its once-a-millenium molting phase and shed the door in our world, trapping her in an inescapable void for the rest of eternity, but that's what we call "Karmic Justice."

Genius Loco
Power: 7 Speed: 1 Hit Points: 12
Aspects: Non-Euclidean, Fungous
Weakness: Fishy

Injure: 2 dice (Earthquake, Fungous)
Dodge: 2 dice (Unyeilding Ground, Fungous)
Trap: 2 dice (The Earth Itself Impedes You, Fungous)
Frighten: 3 dice (Voice of Gaia, Fungous)

Pokénomicon Excerpt: This is the devolved of a Madmanor. More accurately, it's what happens when a Madmanor enters a molting phase and sheds a door in our world. The door retains a measure of power and sentience as it is consumed by mold. Eventually, the ecosystem spreads the door's essence across a large area (such as a field or an elementary school) and amplifies it. Soon, a new Genius Loco is born; a sort of gestalt composed of all living things in the area, as well as the earth itself. In general, a Genius Loco acts in a grotesque parody of the natural order, puppeting its "limbs" to appear normal, but it can fight well when attacked.

No Genius Loco has appeared in a canonical source, but there was such a creature in the Pokethulhu 2097 miniseries. That Genius Loco had devolved from the same door that Sherry's Madmanor had shed back in #972. Aside from stealing things and burying them with its Earthquake power, Sherry's Genius Loco also attempted to get revenge of Randy's descendants. As has been rightly pointed out, this scenario is impossible, as there would have been no way for Sherry to imprint her soul into the door like that, but that hasn't stopped fans from coming up with explanations of their own. An obscure line from an ancient tome in #972, however, implies that the Madmanor's door could eventually achieve sentience, and the creators have since then confirmed that the line was a reference to the Genius Loco.

Lord Tataraus
2007-12-11, 09:34 PM
Lumshroom
Power: 6 Speed: 2 Hit Points: 12
Aspects: Fungous, Luminescent
Weakness: Icy

Injure: 3 dice (Moldy Spores, Fungous)
Dodge: 1 dice (Distracting Lights, Luminescent)
Trap: 1 dice (Fascinating Lights, Luminescent)
Frighten: 1 dice (Blinding Light, Luminescent)

Pokénomicon Excerpt: While most cultists scorn the Lumshroom, it is a formidable opponent, albeit it is only good with its moldy spore attack. It looks like a glowing mushroom with a that usually has a cold of spores around it. They normally hunt in packs.

Lumshroom are only found wild.

Arbormortum
Power: 6 Speed: 3 Hit Points: 11
Aspects: Decomposing, Icy
Weakness: Fungous

Injure: 2 dice (Rotten Slap, Decomposing)
Dodge: 1 dice (Shambling Dodge, Decomposing)
Trap: 1 dice (Freezing Breeze, Icy)
Frighten: 2 dice (Chilling Wind, Icy)

Pokénomicon Excerpt: This thulhu looks like a tree with a very bad case of dry rot. It likes to hang around in woods and eat unsuspecting children, and sometimes even expecting ones just for kicks. Its scourge are the Lumshroom who destroy its wooden body.

Arbormortum are only found wild.

Reptilius
2007-12-15, 10:40 PM
Remorhastur
Power: 4 Speed: 10 Hit Points: 6
Aspects: Fishy, Squamous
Weakness: Fungous

Injure: 1 dice (Chomp, Squamous)
Dodge: 2 dice (Swim Through Stone, Fishy)
Trap: 2 dice (Latch On, Fishy)
Frighten: 1 dice (Nasty Screech, Squamous)

Pokénomicon Excerpt: Remorhasturs are small, remora-like creatures, which latch onto a host body and drain their minds of mental and physical energy. They devolve into Draghasturs when they stay attached to any number of hosts for a total of 100 days (Owner should roll to see how many days a Remorhastur has been attached. Or just make something up.).

Remorhasturs are almost always found wild. They are difficult to raise, as they slowly kill anything they attach to.


Draghastur
Power: 7 Speed: 5 Hit Points: 8
Aspects: Squamous, Luminescent
Weakness: Fungous

Injure: 3 dice (Arcane Blast, Luminescent)
Dodge: 2 dice (Blinding Flash, Luminescent)
Trap: 1 dice (Tail Constrict, Squamous)
Frighten: 3 dice (Horrid Roar, Squamous)

Pokénomicon Excerpt: Draghasturs are thin, almost serpentine dragons standing 20 ft. tall. They bear fins for swimming, some of which have developed into wide, ephemeral wings. Their emaciated faces bear a third, vertical eye. This is the source of their Luminescent blasts.

Wild Draghasturs have one less Frighten, Dodge, and Injure die.