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Stats
• Characters are allowed a 54 point-buy at creation.
• Characters may not have higher than a 15 in any stat at creation.
• Characters may not have lower than a 5 in any stat at creation.
• A character’s stats at creation make up their base stat relation. Each time they level, a character receives one stat point to put into whichever stat they choose, but the values of their stats must remain in the same order each level. For instance, if a character started with 10 attack and 9 defense, and then that character added 1 to their defense at level up, they would not be able to raise their defense any higher until they raised their attack.
• HP: Represents a character’s fortitude and vitality
• Attack: Represents a character’s physical strength and power.
• Defense: Represents a character’s toughness and ability to withstand hits.
• Special Attack: Represents a character’s intellect and mental power.
• Special Defense: Represents a character’s wisdom and willpower, and their ability to defend against magic.
• Speed: Represents a character’s dexterity and quickness.
Derived Attributes
• Hit Points: Equal to (6 x HP) + Character Level. When a character is reduced to 0 hit points, they fall unconscious. Whenever a character is reduced to -100% hit points, they die.
• Base Attack: Equal to 1/3 x Attack. This bonus is added to attack rolls whenever a physical attack is being used.
• Physical Defense: Equal to 10 + (1/3 x Defense). When making a physical attack roll, the attack misses if the attacker rolls below this value.
• Magic Attack: Equal to 1/3 x Special Attack. This bonus is added to attack rolls whenever a special attack is being used.
• Magic Defense: Equal to 10 + (1/3 x Special Defense). When making a special attack roll, the attack misses if the attacker rolls below this value.
• Evasion: Equal to ½ x Speed. When using a non-damaging special attack, the attack misses if the attacker rolls below this value.
Discipline
• Discipline acts as a pseudo class mechanic in this game. It governs the moves and abilities based on a character. A character is able to learn moves from outside of their discipline as if they were multiclassing, or if their owner is able to come up with a creative flavoring as to why their character is able to use that move. Abilities, however, have prerequisite disciplines. A discipline is chosen at character creation, and cannot be changed later.
• A character gains STAB appropriate for their level when using moves from their chosen discipline.
• Fighter: A discipline focused on weapons of all kinds, from short blades to bows. Moves and abilities available to fighters tend to augment their damage dealing capabilities.
• Wizard: A discipline focused on the arcane arts. Moves and abilities available to wizards tend to give them high special attacking power, typically from a distance.
• Martial Artist: A discipline focused on brutal unarmed combat. Martial artists tend to gain access to physical fighting and normal type moves, and abilities that support their aggressive style.
• Bard: A discipline focused on supporting allies and hindering enemies through song and dance. Bards typically gain access to voice and dance related moves, and abilities that help them buff their allies to even greater effect.
• Rogue: A discipline focused on stealth and nimbly darting about the battlefield. Rogues gain access to debilitating moves, as well as a plethora of priority attacks, and abilities to augment their sneaky ways.
• Cleric: A discipline focused on support and healing. They gain access to the most buffs and healing moves and abilities.
Type
• Human characters are typeless. They have no resistances, no immunities, and no weaknesses.
• Humans can attain a typing, such as elemental armor, through magical means.
Abilities
• A character starts with one ability at character creation, then gains a second at level 20, a third at level 40, a fourth at level 60, and then one more at level 80.
• Characters must meet the discipline and level prerequisites in order to start with or learn an ability.
• All of the Last Chance abilities are available to all six disciplines at level 1.
Movesets
• Characters start with one weapon and the ability to use a move attached to that weapon:
o Light Blades: Scratch
o Blades: Cut
o Heavy Blades: Slash
o Bludgeoning: Pound
o Heavy Bludgeoning: Slam
o Unarmed: Pound or Tackle
o These are the only primary weapons available at character creation, unless specified by the GM. You are starters, after all!
• In addition, characters also begin with a spell book, focus, a second weapon, or some other creative medium through which they can access two more moves. The second weapon is special in that it can be a ranged weapon, shield, or anything else that can be reasonably flavored. Characters may have one move that raises or lowers a single stat for a single target one combat stage, other than accuracy (ie Tail Whip, Growl, Harden), and another move picked from the first tier of their respective discipline. At least one move must be on each weapon.
• Wizards, Bards, and Clerics have a special ability. Any move that they use targeting themselves can be used to instead target an ally instead. This is to symbolize buffing and healing. Moves used in such a way have a range of five squares.
• Fighters and Rogues may use ranged weapons. 2-handed Ranged weapons can be used at a range of 8 squares, but the moves associated with them may not have damage dice higher than 2d10 + 8. One-handed ranged weapons can be used at a range of 6 square, and moves associated with them may not have damage dice higher than 2d10 + 8. If a ranged move is used with a ranged weapon, then the character uses the move’s range or the weapon’s range, whichever is higher. If the move has a range higher than the weapon’s range, then its range increases by one square. Ranged weapons cannot be used on adjacent targets.
• Wielding two weapons, be they sword and shield or twin daggers, can be flavored as a single weapon set, or they can be two separate weapons, and with them two separate move sets would be accessible. While wielding two separate weapons, all attack rolls receive a -2 penalty.
• Changing weapons/movesets uses up a character’s standard action. Changing from a two-handed weapon to a sword and shield or dual-weapons and vice versa uses up a full round.
• Center frequency moves become daily moves, and battle frequency moves become 5/day moves.
• Characters learn one new move at level 5 and every five levels afterwards. New moves can also be learned through training and through weapon enchantments (TMs). Any move associated with the six disciplines can be learned through leveling, tutoring, and enchantment, provided the character has access to the discipline tier that the move is in.
• Moves are consistent with Generation VI. If players have an interest in using any moves and abilities that aren’t in the PTA books, they may consult the GM, and then the GM can draft the move accordingly. If any moves have changed in power, it is up to the GM to point that out to the players.
Armor
• Armor grants a bonus to one of the defenses, but only when calculating damage received. Armor has no effect on the two defense ratings.
• Light Armor: Grants a bonus of +1 to Defense, or a bonus of +2 to Defense with a -1 penalty to Speed.
• Medium Armor: Grants a bonus of +3 or +4 to Defense, but an equal penalty to Speed and a -2 penalty to attack rolls with special attacks.
• Heavy Armor: Grants a bonus of +5 or +6 to Defense, but double that bonus as a penalty to Speed and a -3 penalty to attack rolls with special attacks.
• Magic Armor: Functions the same as armor of its equivalent weight, but affects Special Defense rather than Defense.
• At character creations, characters can start with +1 armor if they so choose. Wearing no armor grants a +1 bonus to attack rolls with special attacks.
Attacking
• When attacking an opponent, roll 1d20. Add your character’s relevant attack bonus, and then subtract the move’s accuracy penalty (described below). If the total is greater than or equal to the value of their relevant defense rating, then the attack connects. Armor bonuses to Defense do not count towards the defense rating.
• Rather than using the accuracy checks in the PTA handbook, this variant uses an accuracy penalty on attack rolls. For this you will need to look up the move on Bulbapedia or another Pokemon source site. To calculate a move’s accuracy penalty, take the accuracy of the move and subtract it from 100, then divide by 5. For example, Dynamic Punch has an accuracy of 50, so the accuracy penalty is 100-50=50, 50/5=10. When using Dynamic Punch, the player receives a -10 penalty.
• In this variant each player does not have a party of 6 Pokemon, so it is crucial that characters are not hit near as often as in the standard PTA rules.
Skill Checks
• “Skill” is a very broad term in this game. Anytime a player wishes for their character to do something that they couldn’t inherently succeed at, such as climbing a steep cliff or hiding from a perceptive adversary, they make a d20 roll and add the most relevant stat.
• HP typically covers matters of health and fortitude, such as shrugging off a disease or barely hanging onto life.
• Attack typically governs skills that require on hard labor and muscle work, such as climbing, swimming, lifting, and pushing.
• Special Attack covers matters of intellect, such as knowledge and comprehension of magic and spells.
• Special Defense represents a character’s wisdom and willpower, so it governs skills that require awareness, instinct, and practical knowledge, such as spotting threats and surviving in the wilderness.
• Speed governs skills that require dexterity and agility, such as sneaking about, acrobatic maneuvers, or even tying a knot.
Pokemon
• In this variant, Pokemon are MONSTERS. Many of them will be different sizes and have different qualities and characteristics than the more docile ones in the games/shows.
• Charizard isn’t the 5’7” dragon/lizard from the games, they might be nine to ten foot tall monsters.
• Imagine finding a one to two foot-long worm that shoots venom in a farm’s field. The household would have to send out every able-bodied man to hopefully kill it or shoo it away. People would die from Weedle venom. If Kakuna were sighted in the woods, the town guard would go out and burn them in order to prevent an even greater threat from appearing. If a Beedrill were to show up in a town, people would hide in their homes fearing for their lives while the town guard tried to deal with it somehow.
• Some Pokemon are more docile, some could even be domesticated, but they are still beasts of great power, regardless of size and temperament.
• Players should not expect to have a party of Pokemon traveling with them and following their every command. A character may be able to earn the respect of a Pokemon that will fight as their partner throughout the course of the game, but they would likely only be able to have one such partner at any given time.
Leveling Up
• Characters will level up through gaining experience, just as Pokemon level in the PTA. The following table lists the experience values required for a Pokemon to reach a given level. For humans, this experience value is doubled. The EXP Needed columns do not give the experience required to go from one level to the next, rather the total number of EXP needed to reach that level. For instance, it doesn’t take 100 EXP to go from level 2 to level 3. A character would have 50 EXP at level 2, so they would only need 50 more EXP to reach the required 100 EXP for level 3.
All other rules, as of this point, function as they do in the PTA.
Tier 1:
Peck
Metal Claw
Rage
Tier 2:
Bone Club
False Swipe
Fury Attack
Fury Swipes
Pin Missile
Tier 3
Autotomize
Bite
Bonemerang
Fury Cutter
Needle Arm
Twineedle
Tier 4
Aerial Ace
Bone Rush
Gyro Ball
Vacuum Wave
Slash
Slam
Tier 5
Clamp
Dual Chop
Heavy Slam
Hyper Fang
Icicle Spear
Ice Fang
Fire Fang
Thunder Fang
Tier 6
Drill Peck
Megahorn
Drill Run
Psycho Cut
Night Slash
X Scissor
Shadow Claw
Tier 7
Aqua Tail
Crunch
Poison Tail
Iron Tail
King's Shield
Secret Sword
Spiky Shield
Tier 8
Crabhammer
Dragon Claw
Fell Stinger
Horn Leech
Leaf Blade
Sacred Sword
Stone Edge
Tier 9
Guillotine
Horn Drill
Giga Impact
Petal Blizzard
Power Whip
Level 1 Abilities
Adaptability
Keen Eye
Level 20 Abilities
Analytic
Anger Point
Justified
Marvel Scale
Steadfast
Level 40 Abilities
Skill Link
Technician
Bulletproof
Defiant
Tough Claws
Hyper Cutter
Hustle
Level 60 Abilities
Intimidate
Filter
Gale Wings
Battle Armor
Mold Breaker
Tier 1
Low Kick
Headbutt
Double Slap
Focus Energy
Tier 2
Arm Thrust
Bide
Karate Chop
Comet Punch
Double Kick
Rock Throw
Low Sweep
Tier 3
Bind
Bulk Up
Double Hit
Fake Out
Foresight
Revenge
Rock Tomb
Rolling Kick
Seismic Toss
Rapid Spin
Tier 4
Block
Body Slam
Circle Throw
Counter
Dizzy Punch
Mach Punch
Mega Punch
Shadowpunch
Power up Punch
Tier 5
Avalanche
Bulldoze
Fire Punch
Thunder Punch
Ice Punch
Force Palm
Mega Kick
Tier 6
Takedown
Endure
Flame Charge
Rock Slide
Zen Headbutt
Meditate
Tier 7
Blaze Kick
Brick Break
Cross Chop
Flying Press
Hammer Arm
Meteor Mash
Sky Uppercut
Reversal
Endeavor
Tier 8
Belly Drum
Chip Away
Close Combat
Double Edge
Drain Punch
Dynamic Punch
Focus Punch
Superpower
Tier 9
Brave Bird
Sky Attack
Flare Blitz
Hi Jump Kick
Final Gambit
Focus Punch
Volt Tackle
Head Smash
Fissure
Level 1 Abilities
Adaptability
Level 20 Abilities
Aftermath
Analytic
Anger Point
Big Pecks
Early Bird
Steadfast
Level 40 Abilities
Arena Trap
Defiant
Guts
Hustle
Iron Fist
Tough Claws
Reckless
No Guard
Level 60 Abilities
Intimidate
Limber
Inner Focus
Moxie
Tier 1
Astonish
Poison Sting
Quick Attack
Sand Attack
Thief
Tier 2
Acid
Constrict
Cotton Spore
Hone Claws
Poisonpowder
Leech Life
Tier 3
Acid Spray
Acrobatics
Barrage
Bullet Seed
Embargo
Stun Spore
Smoke Screen
Water Shuriken
Wrap
Pursuit
Tier 4
Agility
Aqua Jet
Assurance
Bug Bite
Sleep Powder
Spark
Spider Web
Spikes
Odor Sleuth
Mean Look
Tier 5
Bullet Punch
Camoflauge
Faint Attack
Feint
Ice Shard
Toxic
Poison Fang
Stealth Rock
Lock On
Tier 6
Ally Switch
Defog
Double Team
Extrasensory
Shadow Sneak
Detect
Egg Bomb
Tier 7
Bounce
Electro Ball
Magnet Bomb
Poison Jab
Sludge Bomb
Toxic Spikes
Sucker Punch
Tier 8
Cross Poison
Foul Play
Mat Block
Spore
Venoshock
Volt Switch
Tier 9
Extremespeed
Hex
Powder
Sludge Wave
Beat Up
Level 1 Abilities
Adaptability
Frisk
Stall
Level 20 Abilities
Aerilate
Analytic
Cute Charm
Competitive
Runaway
Level 40 Abilities
Arena Trap
Cursed Body
Defiant
Download
Infiltrator
Pickpocket
Protean
Quick Feet
Level 60 Abilities
Effect Spore
Galewings
Illusion
Poisontouch
Tier 1
Absorb
Gust
Thundershock
Ember
Bubble
Flash
Mud Slap
Tier 2
Confusion
Hypnosis
Fairy Wind
Icy Wind
Mud Shot
Water Pulse
Trick
Tier 3
Aurora Beam
Barrier
Reflect
Charge Beam
Mega Drain
Mist Ball
Mud Bomb
Nightmare
Razor Wind
Swift
Tier 4
Air Cutter
Bubblebeam
Confuse Ray
Disable
Dream Eater
Fire Spin
Hidden Power
Magical Leaf
Minimize
Mirror Coat
Parabolic Charge
Psybeam
Signal Beam
Tier 5
Ancientpower
Aura Sphere
Flamethrower
Thunderbolt
Giga Drain
Surf
Ice Beam
Magic Room
Trick Room
Wonder Room
Mystical Fire
Shockwave
Teleport
Tier 6
Air Slash
Brine
Dark Pulse
Earth Power
Protect
Flame Burst
Flash Cannon
Hail
Sunny Day
Rain Dance
Thunder Wave
Sandstorm
Tier 7
Blizzard
Hydro Pump
Fire Blast
Thunder
Focus Blast
Inferno
Mind Reader
Muddy Water
Nasty Plot
Scald
Tri Attack
Simple Beam
Tier 8
Discharge
Dragon Pulse
Earthquake
Energy Ball
Freeze Dry
Future Sight
Psychic
Gravity
Shadow Ball
Transform
Tier 9
Blast Burn
Frenzy Plant
Hydro Cannon
Hyper Beam
Draco Meteor
Zap Cannon
Gunk Shot
Heat Wave
Hurricane
Level 1 Abilities
Adaptability
Telepathy
Level 20 Abilities
Analytic
Competitive
Magician
Refrigerate
Level 40 Abilities
Cloud 9
Flare Boost
Flash Fire
Protean
Serene Grace
Synchronize
Level 60 Abilities
Air Lock
Clear Body
Illusion
Insomnia
Levitate
Magic Bounce
Tier 1
Disarming Voice
Helping Hand
Supersonic
Sing
Sweet Scent
Pay Day
Tier 2
Attract
Confide
Kinesis
Sweet Kiss
Screech
Sonic Boom
Yawn
Tier 3
Acid Armor
Captivate
Copycat
Fake Tears
Lovely Kiss
Nuzzle
Spite
Tickle
Scary Face
Tier 4
Assist
Charm
Dragon Dance
Echoed Voice
Flatter
Swagger
Silver Wind
Snore
Tier 5
After You
Bug Buzz
Chatter
Glare
Grass Whistle
Sleep Talk
Swords Dance
Torment
Tier 6
Acupressure
Encore
Hyper Voice
Perish Song
Present
RoundTier 7
Draining Kiss
Featherdance
Teeter Dance
Healing Wish
Taunt
Tier 8
Me First
Tailwind
Uproar
Metronome
Quiver Dance
Tier 9
Boomburst
Fiery Dance
Petal Dance
Metal Sound
Level 1 Abilities
Anticipation
Stall
Adaptability
Level 20 Abilities
Aroma Veil
Cacophony
Cute Charm
Damp
Forewarn
Early Bird
Oblivious
Runaway
Level 40 Abilities
Flower Gift
Friendly Guard
Normalize
Own Tempo
Quick Feet
Serene Grace
Level 60 Abilities
Illusion
Insomnia
Prankster
Tier 1
Aqua Ring
Recover
Growth
Leech Seed
Tier 2
Babydoll Eyes
Play Nice
Iron Defense
Mud Sport
Water Sport
Curse
Flower Shield
Tier 3
Aromatic Mist
Bestow
Calm Mind
Cosmic Power
Crafty Shield
Refresh
Morning Sun
Moonlight
Refresh
Tier 4
Amnesia
Aromatherapy
Electrify
Soak
Fairy Lock
Reflect Type
Rest
Struggle Bug
Worry Seed
Tier 5
Clear Smog
Trick or Treat
Entrainment
Heal Block
Lucky Chant
Softboiled
Ominous Wind
Safeguard
Grassy Terrain
Quick Guard
Tier 6
Forest's Curse
Follow Me
Guard Split
Guard Swap
Power Split
Power Swap
Power Trick
Wide Guard
Tier 7
Attack Order
Heal Order
Defend Order
Heal Bell
Metal Burst
Psystrike
Tier 8
Dazzling Gleam
Heal Pulse
Wish
Magic Coat
Solar Beam
Topsy Turvy
Pain Split
Misty Terrain
Tier 9
Cotton Guard
Moonblast
Destiny Bond
Play Rough
Level 1 Abilities
Anticipation
Cheek Pouch
Adaptability
Level 20 Abilities
Aroma Veil
Cute Charm
Early Bird
Pixilate
Regenerator
Symbiosis
Level 40 Abilities
Flower Gift
Healer
Synchronize
Level 60 Abilities
Air Lock
Battle Armor
Clear Body
Filter
Immunity
Levitate
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