Pokemon Warrior [Private]


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Pokemon Warrior Rules:
Pokemon Warrior Rules

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.

Fighter Discipline:

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

Martial Artist Discipline:

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

Rogue Discipline:

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

Wizard Discipline:

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

Bard Discipline:

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

Cleric Discipline:

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

Resources:

http://forums.pokemontabletop.com/site/
http://bulbapedia.bulbagarden.net/wiki/Main_Page
http://pokemondb.net/move/all


In a world where savage beasts and mystical monsters roam the wilderness, humans have fought hard to find their own place and thrive. Using their manufactured weaponry, as well as magical arts similar to those employed by the world's monsters, humans are able to protect themselves, establish settlements, and eventually develop their own cities and civilizations.

Three such kingdoms coexisted for many decades, the kingdoms of Giersis, Diavael, and Palladia, but that peace was shattered ten years ago with the appearance of the monster lord Giratina. Giratina emerged from the mountains to the west of Giersis, and with it came a slew of monsters the likes of which had yet to be seen within the three kingdoms. Within weeks, half of the kingdom had already fallen, and Giratina appeared to be unstoppable.

Before long, the rulers of Diavael and Palladia realized just how much of a threat Giratina and its hordes were to, not only Giersis, but to their own kingdoms and the rest of the world as well. The two kingdoms banded together with the remaining forces of Giersis and waged an all-out offensive against the encroaching monsters. Grueling battles were fought and there were many human casualties, but ultimately Giratina's forces were scattered and the monster lord was slain. The war was done, but Giersis was almost completely in ruins.

In the years that followed refugees began pouring into Diavael and Palladia, and both of those kingdoms worked to accommodate them as well as to make up for their own losses. Things have not been peaceful, however, as the populations of the two surviving kingdoms have swollen to nearly unsustainable levels. Cities and towns have become overcrowded, food shortages are rampant in some areas, crime has risen to new levels thanks to the social turmoil, and the monsters of the wilderness remain an ever present threat. Because of these factors a veil of unease has risen between Diavael and Palladia. Both kingdoms need more and more land each day, and the remaining lands of Giersis are nearly impossible to work with. Disagreements over borders and how to handle the refugees and aid for what is left of Giersis have furthered the rift between them.

Tensions are at their highest now, and Diavael and Palladia appear to be on the brink of war. Minor altercations have broken out over land disagreements, and attacks by bandits and monsters only serve to stoke the growing flames. Both kingdoms are unable to give, and so they are poised to counter an imminent attempt by the other to take what little they have left.

------------------------------------------------------------------------

Vespiris is a small town in eastern Diavael, not terribly far from the border with Palladia. The town is situated on the eastern coast of Lake Mesprit, from whence the livelihoods of many of its inhabitants are derived. Small farmsteads dot the gentle hills to the south and east, and the Hercance Mountains can be seen on the horizon further beyond.

All things are not well for this small border town of late. Between threats of Palladian troops, bandits lurking in the hills, and the ever present monster hordes, the people of Vespiris are always on edge waiting for anything. Criminal activity within the town is at a minimum due to the increased paranoia, but once outside things become completely different. To make matters worse, wild monsters in the surrounding area have become more aggressive, and attacks grow more frequent each day. For now, Vespiris enjoys a tenuous peace at best; a peace just waiting to be shattered.

It is a day like any other in Vesperis. The midday sun sits high above, bathing the town and surrounding hills in a warm and beautiful light. A gentle cool breeze flows in from over the gentle waves of Lake Mesprit, bringing the late summertime heat down to a comfortable level. People are out and about going about their business as normal, exhibiting their usual paranoia, though the beauty of the day's weather seems to have calmed their nerves at least a little bit.


Scathe strolled into town almost as if the problems of the land weren't his to partially bear. Another town, another day, another few gold to be made. It was all about the money after all. He wasn't quite sure how he was going to do it here, but he always found a way wherever he went. People everywhere were always the same.

'Ah, a new town and a beautiful day. What better way to spend it?'

Scathe's stroll took itself arrogantly into the nearest tavern. That was naturally the place to pick up rumors. Or at least a few people's loose change.


In troubled times such as these, sometimes drink was the only thing that could calm a man's nerves. For this reason, the Resting Snorlax inn and tavern had its fair share of patrons that day.

The bar was lined with what looked like a mix of travelers and farmers, each with at least one empty flagon already in front of them. Despite the beauty of the day outside and the afternoon hour, it was never too early for these patrons to drink their troubles away. The stout barkeep was more than happy to oblige their needs.

At the tables throughout the establishment, men and women alike were seated enjoying a couple drinks or a warm looking meal. The inn was a decent sized place, easy to get lost amid the scattered patrons and the clamor of disgruntled farmers and jovial drunkards.

As Nicholas walked into the tavern, the barkeep caught sight of him.

"Looking for a drink there, lad? Just find yourself a chair and fall into it, we'll have someone out to get you what you need!" The man needed to shout for Nicholas to even hope to hear him. He seemed to be a jovial enough fellow; obviously he enjoyed this job.


As the old man’s angry shouting sailed right over her head, Fera stared at his twisted features curiously, her head slightly tilted to the side. She didn’t know what he was so mad about. Of course she wasn’t really minding her own business, she figured, but his young son had seemed to be enjoying himself in their little sparring match.

“How dare you put something as dangerous as a sword in my son’s hand?! Who do you think you are? Get out of my sight before I call the guard!”
The son sulked in the seat of his father’s wagon and seethed quietly, holding a bloodstained rag to his temple. That there had been an accident. And what was the big deal about a little blood, anyway? She walked towards the boy with a smile on her face.

“Hey kid, come on! You just gotta shake it off. Whatcha say—ready for round two?”

She was caught off-guard by the hand that suddenly grabbed her leather vest. She didn’t even register what he was doing until she was jerked off her feet and sent flying into a pile of crates. The old man practically sprinted back to his wagon, and whipped the horses until they bolted away. Rather than shouts of anger of pain, rough and hearty laughter came from the pile of debris, as Fera rolled herself out of the splintered wood. She staggered to her feet, droplets of blood trailing down her face and into her wide, genuine smile.

“Now that’s how it’s done!” she shouted after the wagon. “Learn a thing or two from your old man, kid! And remember what I told you—don’t you never be afraid of anything!”

“Not ever!” the boy shouted back, waving at her, before his father smacked him in the back of the head.

Fera smiled, but as the wagon disappeared around a bend, it quickly began to disappear from her memory. There was a lot of noise and excitement happening close to her, and it was a big distraction for her easily distracted mind. She glanced over at the boxes she’d destroyed, and then at the building they had been stacked against. It seemed to be the source of clamoring voices and the bustle of a lively gathering. A sign above its door was painted with a foaming mug and a large green monster she didn't recognize. Her grin grew wider. Well now, wasn’t that convenient? A tavern.

She burst through the doors and pranced to the counter, perching on a bar stool between two burly men, and shouted at the barkeep, “What the hell is there to drink around here that’s not made of sugar and foam? I want the hardest you got.” She paused to toss a smile to the man next to her, and elbow him in his thick-muscled arm. “But not whatever you're giving this ball of sunshine. Lighten up, Tonka, you’re in a tavern.”


The barkeep grinned at the woman's request. He called to a young dark-haired woman working the bar further down, "Anette, see to the gentleman that just came in; the one that is still up and walking. I've got a special request to fill!" While he turned to the taps behind him, visibly enjoying crafting his finest concoction, the man next to Fera grumbled as he continued sipping on his drink. He had the look of a farmer, tan from head to toe, a light bushy beard, strong looking arms, and a very plain manner of dress. The farmer seemed to shrug off her jab, appearing as if his mind was elsewhere.

The young women left her station behind the bar and approached Silvano. She kept her distance so that he would have room to move about and find his own seat somewhere, but she remained close enough to where he could order whenever he was ready.


Weary after three days' travel, Johnto finally arrived in Vespiris. He was used to wandering from place to place. Another winter's passing told him that it had been nine years since he had lost everything he once loved.
In what now seems to him like a dream, Johnto had once lived with his parents on their farm in southern Giersis. The war against lord Giratina left care of the farm to a teenage Johnto and his mother as his father fell casualty to the war. Within months, he would find himself homeless and completely alone as a group of monsters destroyed all that remained while he was working in the fields.
The years since were filled with travel as Johnto was merely one of the thousands of refugees from Giersis. Word had spread that there was work to be found in Vespiris, leading this hungry traveler to embark on yet another journey. Now that he had finally reached his destination, Johnto entered a local tavern, the Resting Snorlax, hoping to find a place to rest and possibly a lead on some coin to be made.


"The stoutest ale you can whip up!"

Scathe sat at the bar ready to get a party started. The easiest people to fool were the drunk. Admittedly, being drunk didn't make it much easier to do the fooling, but that was a problem for future Scathe. It wasn't long after taking the seat that party seemed to waltz right the hell in through the front door in the form of a less than subtle strongarm of a woman. 'That was fast'

Scathe figured he'd buy his time. He'd get social soon enough. Not long after her was another, more common looking man with a sword. He seemed a bit more tired, a bit more to himself. Hey, anyone is a prospective target. Scathe keeps his eyes and ears open to the bar. Things were sure to unfold soon enough.


"Finest food in Diaviel? Ha! I've fed better slop than this to my herd!" Johnto silently laughed to himself as the drunk fools at a nearby table continued yelling amongst themselves. Was the food very good in this tavern? Not really. Does a hungry traveler care? Not at all.

Fools are quick to speak, but slow to listen. The wisest of men are often the quietest, silently observing the environment and calculating the situation. Obviously he wasn't the only chess master at the table. At the bar sat a stranger whom Johnto noticed was also observing the pawns. Eyebrows raising every time someone new walked in, watching everyone, waiting for the right move. Unobservable to all except the keenest eye.

Johnto closely watched them all, the fools and the wise. Sipping on his mead, observing, calculating, waiting. Your move stranger, whether enemy or friend, your move...


'Ah, it appears that I've been noticed. This fellow must know my game. That or he's trying to learn the rules.'

Scathe acknowledged the tired looking newbie with a nod. It was always types like his that were the most difficult to trick, but perhaps the man had a good head on his shoulders. Something Scathe could use. Nodding to the barkeep, Scathe stood and walked over to sit with the man.

"Like sheep, some of them. Am I wrong? The name's Nicholas and I take it you're not from around here. No worries, friend. Neither am I."

A defensive move. Scathe covered his bases when dealing with a bit of an unknown, so he scouted with his words. He searched the man's face, but there was something there Scathe didn't pick up on. Most of his targets were the same, but he would need to play this game a little safer.

'The king is castled. Your move.'


When her drink arrived, she grinned at it like a rival in battle. Challenge accepted. "Damn!" she laughed after taking the first sip. "Barkeep, you ain't kiddin around!" But she didn't plan on getting drunk quite yet--what fun would the night be then? Besides that, there were interesting characters about.

She had not the eye for cunning glances, nor the ear for double-sided words, and was too engrossed in the work of prying a smile out of her farmer friend's grim face to notice that two strangers among the crowd behaved differently than the rest of the clientele. She did, however, notice them, particularly the one who ordered "The stoutest ale you can whip up."

Fera slammed her cup down on the counter and pointed at that man. "See that, Tonka?" Fera protested, elbowing the farmer beside her once more. "This guy's trynna out-drink you and me both. 'Stout,' he says. That's it. That's what the world needs more of. Stoutness." She took a swig from her cup and shuddered with both pain and delight; the ale went down hot, but it was worth it.


Johnto looked up from his meal as the stranger casually strolled over to his table. "Well then," Johnto thought, "let the game begin."

"Yes, many of them certainly are like sheep. Sadly though, like sheep to the slaughter. With so many beasts still roaming the country after the war, the shepherd must now watch for more than just wolves. Anyways, it's nice to meet you Nicholas...the name's Johnto, Johnto Kalos. I've come to Vespiris looking for work. What brings you to this fine city?"

There's something this Nicholas fellow is looking for, I can tell by the way he acts. Money...yes, that is most likely the case. It's always the case, just another stranger whose wallet is thirsting for sustenance. Unfortunately for him, he's picked the wrong target if money is what he's searching for.


An ear-splitting shriek suddenly rent the commotion of the tavern, silencing it almost instantly. Within seconds, men, women, and children alike frantically burst into the tavern, their faces marked by fear. The confused barkeep tries to leave the bar and approach, hoping to calm them down and see what the fuss is all about, but their cries answer him before he has a chance to ask:

"Monsters, in the sky to the north! They're flying this way!"

A panic ensued within the Resting Snorlax. People were diving under tables, drunkenly shoving others out of their way in hopes of finding a safe place to hide. Complete and utter chaos. The bartender and the serving girls tried all they might to calm the patrons and the newcomers down, but their efforts only had a slight impact. Another monstrous shriek came, this time louder than the last. An observant eye could see that the sound alone put stress on the windows of the establishment. It was if all of the tension that had built up over time in Vesperis was being let out, and everyone was fighting to make themselves safe, as flight might not be an option.


For those that walk outside:

Flying Monsters
Above you see two winged monsters with stony gray skin, their tails whipping about as they glide through the sky. One of the two lets out another shriek.
You notice that each of them appear more red in some places, namely their talons, in which they are each holding at least one human. You can see that these humans are wearing the armor of the Diavaelian military.


DM Only:
A flat 19, you all would see this regardless of S. Defense


Fera was in the middle of another hearty drink when an awful scream pierced the tavern's jovial bubble of comfort. Fera choked on her drink, pounding her chest and coughing.

"The hell...?" she sputtered, leaping from her stool. The silence didn't last long. As the crowd erupted, she stood still and let herself be pushed and shoved as people darted about around her. Finally, the pleas for help seemed to break past her confused, blank stare. Fera bolted for the door.

She burst out of the building and onto the road, where more people were screaming and running to cover. In the sky were two huge, demonic-looking bastards tearing the town up with teeth and talons. Rage and excitement blended into a bizarre grimace on her face.

"No you ain't!" she screamed. "Not this town, sons of b!~$~es! I like it here!"

She tore her fauchard from its holster on her back, gripped it with both hands, and charged at full speed toward the soaring monsters. She raised her voice in a roar to challenge theirs.


After the first shrieking, Scathe looked over to his newfound "friend" with a moment of hesitation in his eyes. A second shriek and he was darting out the door. This was a game they'd have to pick back up later.

It was easy to say that if there was anything in life that he enjoyed more than money, it was excitement. Perhaps that's what made him such a successful thief. Busting out of the bar with crossbow in hand, his eyes searched the area until his gaze met the sky. 'How frightening'

Already, there was the crazed woman from the bar, charging them head-on and shouting some profanities or another at them like they'd understand and be offended. Scathe wouldn't let her have all the fun. Crossbow still in hand, he darted after them right behind the woman, but perhaps a little more silently.


At this point, the three of you have two options.
i) Engage these flying monsters. (See the combat spoiler.)
ii) Attempt to escape back into the tavern, a nearby alleyway, etc. (See the escape spoiler.)

Andrew, if you wish to instead remain in the tavern, then that's cool too; just post as you normally would. We'll wait until after your next post to begin the combat, so if you want to jump in then see the combat spoiler, and include your position on the grid along with your next post.

Combat:


Battle Grid

You will need to declare a square for your character to start the fight in. Any of the light blue squares are okay.

The winged monstrosities appears to have taken notice of prey on the ground down below. Judging from the lack of any living creatures around, you would assume that is you. The one on the right drops the two corpses in its talons as it lets out another shriek, readying for a swooping rush on your position. The other follows suite, dropping its load and diving in for the kill

Initiative Order:
Monster 1
Monster 2
Nicholas Scathe
Fera Thorn and Johnto Kalos (You two can roll to see who goes first or decide on an order, it doesn't really matter much)

Escape:

Make an escape check (1d20). Since you're so close to the tavern, you only need to roll a 9 or higher in order to duck inside before the monsters are upon you.


Suddenly Johnto heard a loud inhuman shriek from outside the taven, quickly followed by a multitude of screams. The scene in the bar erupted into chaos as the crowd searched for shelter in a panic. "Not again," Johnto thought, "I've seen too much destruction brought on by these beasts."

Nicholas got up and darted for the door; Johnto was right behind him. Sword already drawn, he was ready to fight. The calm demeanor was gone, now there existed only the rage of battle. Those beasts took Johnto's family and he wanted to make them all pay.

Once outside he saw that he wasn't the only fighter. Among the many dead bodies, he saw a madwoman shouting profanities at the beasts and his new "friend," both ready for battle. Whether they would turn out to be friends or foes, he knew not and cared not. For now they were comrades fighting a common enemy.


Very many others, if found in her position, would have been panicking by this point. Fera did just the opposite. This was a good thing! The only way she could attack them was if they came down to her level--and now they were doing just that. Didn't matter that they were attacking her.

But she did, however, take one precaution: she put away her fauchard and took out the more powerful double-bladed great-axe that was strapped across her back. She dug in her heels (in B9) and positioned her axe for a swing. She was more than ready for them.


As soon as he was out the tavern's door, Johnto saw them. Two flying beasts attacking the town. Johnto readied himself (in C10) and waited for his chance to strike.


The first of the monsters rushes the three of you, wings spread and ready to tear into you with the claws at their tips. It passes by each of you in turn, attempting a brutal slash with its wings before planting its talons in the ground and turning to face you, letting out a savage roar as if issuing a challenge.

Wing Attack on Fera: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d10 + 21 ⇒ (3, 4) + 21 = 28 minus your defense.

Wing Attack on Nicholas: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 2d10 + 21 ⇒ (8, 3) + 21 = 32 minus your defense.

Wing Attack on Johnto: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 2d10 + 21 ⇒ (5, 6) + 21 = 32 minus your defense.

The second beast flies down and hovers 15 feet in the air. Its head rears back before coming back down, a stream of blue flames issuing forth from its gaping maw aimed straight at Fera.

Dragonbreath on Fera: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d10 + 14 ⇒ (3, 9) + 14 = 26 minus your special defense.
Paralysis Check: 1d20 ⇒ 10 , success on 15-20

From here you can see that their skin looks hard as rock. The scales of the beasts look as if they could deflect most conventional blows.

Important Gameplay Info:

My bad for initially forgetting these things were large. They take up all four squares that say M1/M2. M2 isn't really occupying that square because it is 15 feet in the air. An important note: if your attack has a secondary effect such as paralysis, roll that separately from your attack and damage.

Combat in the Pokemon tabletop works similarly to DnD. Each turn you get a move action, moving up to 6 squares, as well as a standard action for using a move, item, etc. Unlike the standard Pokemon tabletop, you can replace a standard action with another movement if you want, we'll see how that works. Remember that changing weapon sets is a standard action. We don't really have anything that could constitute as a swift action or something else just yet, so we'll cross that bridge when we get to it.

Your characters know practically nothing about most monsters in the wild. You guys know that these are rock/flying type Aerodactyls, but your characters don't. It's safe to assume that electric moves would work well against flying and aquatic pokemon, fire would work well on plants, and so on, obvious stuff.

Also, unlike DnD, you don't have to worry about provoking attacks of opportunity, seeing as there is no distinction between moves that would count as provoking and non-provoking. Like DnD, I'm counting moving diagonally as moving a square and a half, so it costs three squares of movement to move two squares diagonally. We'll see how that works out, and we can change it later on if need be, since the Pokemon system normally counts diagonals as one square. For that reason, the range of ranged attacks count squares in the same way. Now kick some ass!

This combat MAY be a little rough, but we can't see how it works if we don't try crazy stuff now can we?


Edit:
It turns out that I DID think of a use for swift actions: certain abilities! My bad for forgetting this.

The monsters activate their Pressure ability: all of your at-will moves become every other turn moves.


Nick nimbly avoids the wing of the oncoming monster and whips his crossbow around with just enough time to get a good look into the eye of the beast. With an air of confidence and the demeanor that he'd been doing this sort of thing his entire life, he raised his crossbow to take aim at the eye he found staring at him. If all else fails, perhaps his actions would distract the beast just long enough to allow the wild child to get a fatal hit on it.

Leer: 1d20 + 4 ⇒ (2) + 4 = 6
Upon success, lower dat defense a WHOLE combat stage.


The attack slammed right into her ribs, lifting her from the ground a few inches. Fera staggered backwards, her heels scraping the ground, but stayed on her feet. As the monster swept past, she twisted herself into a great swing of her axe, slashing it at the creature's thick skin.

Metal Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Secondary Effect: 1d20 ⇒ 1

Damage: 2d8 + 20 ⇒ (2, 1) + 20 = 23


Bits and pieces of the monster's stony skin break off as it howls in pain. The beast yet lives, though it appears to be in great distress after the bite of Fera's axe. It glares at her with feral rage, seeking an opening through which to exact its vengeance.


Johnto winced as the beast's wing scraped against his side. "Alright then, my turn." Johnto yelled at the beast as he quickly turned to face his attacker.

The enchanted sword he held started glowing as he pointed it toward the beast. Sparks flew from the blade as he chanted the incantation from his spell book until a flash of light shot out toward the beast.

Thundershock: [dice] 1d12 + 19


Thundershock: 1d20 + 4 ⇒ (2) + 4 = 6

Damage: 1d12 + 19 ⇒ (11) + 19 = 30

Paralysis: 1d20 ⇒ 3


Johnto's electrical attack flew past one of the winged beasts, fizzling out harmlessly in the air past it. Unflinching, the monsters continued their assault.

The first, enraged by by Fera's attack against it, breathed the same blue flames as its companion had. Fera and Nicholas were both caught in the plume of fire.

Dragonbreath on Fera: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d10 + 14 ⇒ (4, 8) + 14 = 26 minus special defense
Paralysis check: 1d20 ⇒ 1 Success on a 15 or higher

Dragonbreath on Nicholas: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 2d10 + 14 ⇒ (6, 3) + 14 = 23 minus special defense
Paralysis check: 1d20 ⇒ 20 Success on a 15 or higher

The second monster came down to the ground after the flames had passed, its eyes focused on Nicholas. With a lunge, it shot its gaping maw straight at him, ready to bite down with its savage fangs.

Bite on Nicholas: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d10 + 21 ⇒ (7, 9) + 21 = 37 minus defense
Flinch check: 1d20 ⇒ 19 Success on a 15 or higher
M2 is now on the ground.

Updated Combat Grid

Gameplay Note:
When attacking and moving, please specify which square you are moving to and which enemy you are attacking. I assumed that Fera moved to C10 since that was the only one she could attack, and it wasn't really an issue this time with Johnto because of that unfortunate miss, but a hit could have meant the difference between finishing off an Aerodactyl, or straight-up murdering another. I'm new to the play-by-post stuff too, so if there's any confusion caused on my part, just text or message me in the facebook group.


Interrupt on the injured monster.

One of the creatures was opening its maw. Nope, not today. Scathe was always quick on his feet and perhaps his trigger finger a bit too happy from time to time, but this time he'd finish it off before it had time to do anything else. Luck be a lady, maybe he had the charm.

Quick Attack: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d12 + 19 ⇒ (7) + 19 = 26


Nicholas' bolt subtly slipped into one of the wounded areas where Fera had sundered its carapace. What looked like a meager blow against the stone-skinned beast brought it collapsing to the ground, preventing the attack that it was about to launch.

Because of this interrupt, the Dragonbreath against Fera and Nicholas failed.


As her axe bit into the creature's skin, Fera's gleeful smile quickly faded into disbelief. She'd expected to chop straight through the beast, but instead, its stony skin was far more resistant than she'd accounted for. Her blow lacked the power she'd thought it had, and the beast rushed past her with its heart still beating. Her axe snagged on its skin and she staggered forward, barely managing to keep her grip on it.

Trembling with a flood of sudden rage, Fera threw back her head and screamed, unable to do anything more to strike back at the injustice dealt to her.

That scream is a Howl: attack raised to 16.


Johnto cursed at himself for missing with his previous attack. He watched as the injured monster collapsed. Hoping to finish it off, Johnto pointed his sword at the injured beast.

Thundershock: 1d20 + 4 ⇒ (17) + 4 = 21

Damage: 1d12 + 19 ⇒ (1) + 19 = 20

Paralysis: 1d20 ⇒ 7


Johnto cursed at himself for missing with his previous attack. He watched as the injured monster collapsed. Hoping to finish it off, Johnto pointed his sword at the injured beast.

Ember: 21

Damage: 20

Burn: 7

Totally forgot the aerodactyls have presure! Thundershock is now ember and paralysis should be burn. Figured best to change wording instead of re-roll to be fair (especially where I rolled a 1 for damage).


The flames grazed the beast, leaving it unfazed for the most part. With another screech, it continued its assault, leaping into the air only briefly in order to cut past the three adventurers with a sweep of its clawed wings.

Wing Attack on Nicholas: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d10 + 21 ⇒ (10, 5) + 21 = 36

Wing Attack on Fera: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d10 + 21 ⇒ (2, 7) + 21 = 30

Wing Attack on Johnto: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d10 + 21 ⇒ (3, 8) + 21 = 32


Now that one, that hurt. Significantly. She had to stop for a second to regain her bearings. This thing was relentless, and it should have been dead already. She had gone from thrill-seeking to pissed off. But Fera's style was built all around taking whatever was thrown at her, and despite the pain it caused, she was ready with another swing of her axe, hopefully to finally put the f*!!er down.

Metal Claw: 1d20 + 4 ⇒ (6) + 4 = 10
Secondary Effect: 1d20 ⇒ 15

Damage: 2d8 + 23 ⇒ (2, 6) + 23 = 31


Johnnto had had enough of these beasts. He was in pain after the attack and wanted the beast to die by any means necessary. Once again, he raised his sword toward the beast hoping to finally finish it off.

Thundershock: 1d20 + 4 ⇒ (1) + 4 = 5

Damage: 1d12 + 19 ⇒ (7) + 19 = 26

Paralysis: 1d20 ⇒ 9


Suffering from wounds inflicted during the battle, as well as the now noticeable wounds from before the battle, the beast took to the sky. Rather than launching another aerial attack, it rose higher and higher above the town heading southward until it was out of sight.

Within seconds, curious townspeople were looking out their windows at the three travelers that had bested the monsters. Once they were sure that commotion was finally over, they gradually made their way into the streets, looking upon them with awe.

"You three vanquished such powerful beasts? You show much greater strength and courage than any of us could have hoped to possess!"

"How did you manage to pull that off?!"

"You three are heroes! You have saved us!"

The praise and thanks were near-endless. Eventually more and more of them came out to thank the three travelers. That was when some of them noticed the armored corpses that the monsters had dropped before the battle.

"These bodies, they're Diavaelian soldiers," one of the townsmen said grimly. "Those monsters came from the north...that's where the border garrison is."

"Do you think that the garrison could have fallen?" Their admiration and praise quickly soured, turning to concern.

"But now there's no one to halt the Palladians from marching on Vesperis!"

"Palladians?! What if Palladia has fallen to these fell beasts and we are next?!"

The tense peace of Vesperis had now been broken, and the town looked as if it might fall into a panic. Many could be heard speaking of fleeing westward. Others feared that there was no hope, and that a full-blown war would consume them.

Experience:
You each gain 300 xp for the battle, thus bringing you all to level 5 exactly. You get 4 stat points to spend as you see fit, but because I let you take your level 5 move starting out, you don't gain any new moves this level.

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