Introduction and Character Creation
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Necrorifter
Lord of the Death and the Wanderer of the Reality.
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Welcome to the World of Pokémon. One player, @harshmnr, is the Jumper for this chain. The rest will be native, playing as normal, and maybe get recruited by Jumper into the next game if they make it that far.
The game ended at the end of the "story" presented by said Jumper. Suppose they choose to be a Pokémon Trainer and aim for the title of Champion. The game essentially ended after they became the Champion, at which point they prepared and chilled in freeplay while I prepared the next game.
The exception to this is if Jumper faces their end, such as being killed and not getting resurrected any time soon. However, Jumper is fully capable of passing on their Mantle of Jumper to other players of their choosing if they felt like other are capable of performing the role of Jumper better than they are, or no longer wish to continue their adventure and to settle down. (Useful for if they are too busy RL to be Jumper, whatever it is, because they lost interest, felt others deserved it more, or otherwise)
This game will take place in the region of Johto. The location where the game starts is Goldenrod City. Players other than the Jumper are not required but highly suggested to start in a location where Jumper are for the sake of the plot and chance to carryover their PC into the next game if they win the favor of Jumper or even receive Mantle if Jumper deem them worthy.
Wikia for Johto
This game uses the Daggerheart System as explained here
Daggerheart System
However, be sure to check out below first for any changes to the existing system for the purpose of Pokémon setting.
The game ended at the end of the "story" presented by said Jumper. Suppose they choose to be a Pokémon Trainer and aim for the title of Champion. The game essentially ended after they became the Champion, at which point they prepared and chilled in freeplay while I prepared the next game.
The exception to this is if Jumper faces their end, such as being killed and not getting resurrected any time soon. However, Jumper is fully capable of passing on their Mantle of Jumper to other players of their choosing if they felt like other are capable of performing the role of Jumper better than they are, or no longer wish to continue their adventure and to settle down. (Useful for if they are too busy RL to be Jumper, whatever it is, because they lost interest, felt others deserved it more, or otherwise)
This game will take place in the region of Johto. The location where the game starts is Goldenrod City. Players other than the Jumper are not required but highly suggested to start in a location where Jumper are for the sake of the plot and chance to carryover their PC into the next game if they win the favor of Jumper or even receive Mantle if Jumper deem them worthy.
Wikia for Johto
This game uses the Daggerheart System as explained here
Daggerheart System
However, be sure to check out below first for any changes to the existing system for the purpose of Pokémon setting.
Outside of these three classes. The rest were removed for this game.
Druid is for those who want to play as Pokémon themselves, often climb up to the rank of Alpha, and perhaps even be blessed and become Noble Pokémon. They can choose to play as a single strong Pokémon or as a "meta-presence" of several Pokémon in a group by splitting their HP/Stress among their members via Beast Form. Each tier of Beastform is considered an evolution. So Tier 1 is considered the first stage of the evolution cycle, Tier 2 is next, etc. If there is no evolution remaining, then it is just considered you getting stronger or even becoming Alpha at a higher tier.
Domains: Sage and Arcana
Evasion: 10
Hit Points: 6
Hope Feature:
Class Feature:
Domains: Sage and Arcana
Evasion: 10
Hit Points: 6
Hope Feature:
- Semi-Evolution: You are permanently in Beastform. Choose one Pokemon represented the closest to your selected Beastform at the start of the game and every tier to used for the rest of the game. When you spend 3 Hope, choose one trait to raise by +1 until long rest.
Class Feature:
- Beastform: You are a Pokémon of your tier or lower from the Beastform list. You cannot talk and communicate via Human Speech unless you have the means, such as a vocal box, decent intelligence, lore reason, for where lot of determination to actually learn such a language. Alternatively, Telepathy and decent intelligence will do. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack.
- Wildtouch: You can perform harmless, subtle effects that involve your type—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.
Agile Scout (Sentret, Hoothoot, Rattata, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
Household Friend (Sentret, Ledyba, Togepi, etc.)
Instinct +1 | Evasion +2
Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
Nimble Grazer (Girafarig, Mareep, Hoppip, etc.)
Agility +1 | Evasion +3
Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
Pack Predator (Houndour, Spinarak, Rattata, etc.)
Strength +2 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
Aquatic Scout (Magikarp, Chinchou, Tentacool, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
Stalking Arachnid (Spinarak, Venonat, Paras, etc.)
Finesse +1 | Evasion +2
Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
- Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.
- Fragile: When you take Major or greater damage, you also mark a Stress.
Household Friend (Sentret, Ledyba, Togepi, etc.)
Instinct +1 | Evasion +2
Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
- Companion: When you Help an Ally, you can roll a d8 as your advantage die.
- Fragile: When you take Major or greater damage, you also mark a Stress.
Nimble Grazer (Girafarig, Mareep, Hoppip, etc.)
Agility +1 | Evasion +3
Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
- Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.
- Fragile: When you take Major or greater damage, you also mark a Stress.
Pack Predator (Houndour, Spinarak, Rattata, etc.)
Strength +2 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
- Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.
- Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
Aquatic Scout (Magikarp, Chinchou, Tentacool, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
- Aquatic: You can breathe and move naturally underwater.
- Fragile: When you take Major or greater damage, you also mark a Stress.
Stalking Arachnid (Spinarak, Venonat, Paras, etc.)
Finesse +1 | Evasion +2
Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
- Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
- Webslinger: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
Play the Warden of the Elements if you want to embody the natural elements of your type.
Spellcast Trait: Instinct
Foundation Feature:
Spellcast Trait: Instinct
Foundation Feature:
- Elemental Incarnation: Mark a Stress to Channel one of your type until you take Severe damage or until your next rest:
- Fire/Fighting/Poison: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
- Ground/Rock/Steel: Gain a bonus to your damage thresholds equal to two times your Proficiency.
- Water/Dragon/Dark: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
- Flying/Psychic/Ghost: You can hover, gaining advantage on Agility Rolls.
- Grass/Electric/Ice: The area within Very Close range of you is considered Difficult Terrain for adversaries. Additionally, the first time each adversary enters or starts their turn in this area, they must choose one:
- Mark 1 Stress
- Take -1d6 on their next roll before the end of their turn
- Normal/Bug/Fairy: Once per round, when you would mark Stress or take Minor/Major damage. You may reduce that effect by one step.
Play the Warden of Renewal if you want to heal your party.
Spellcast Trait: Instinct
Foundation Feature:
Spellcast Trait: Instinct
Foundation Feature:
- Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
- Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.
Ranger is for those who want to play as a Pokémon trainer, leading and commanding Pokémon on their journey to become the Elite Four or even Champion. They will have several Ranger Companions to act as several Pokémon that grow with them and can acquire more if desired.
Domains: Bone and Sage
Evasion: 12
Hit Points: 6
Hope Feature:
Class Feature:
Domains: Bone and Sage
Evasion: 12
Hit Points: 6
Hope Feature:
- Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Class Feature:
- Ranger's Focus: Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
- You know precisely what direction they are in.
- When you deal damage to them, they must mark a Stress.
- When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.
Play the Beastbound if you want to form a deep bond with an animal ally.
Spellcast Trait: Agility
Foundation Feature:
Spellcast Trait: Agility
Foundation Feature:
- Pokemon Trainer: You have an pokemon of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise. Take the Pokémon Companion sheet. When you level up your character, choose a level-up option for your pokemons from this sheet as well.
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian of the Forest, Horrifying, Intimidating, Loyal Until the End, Navigation, Nimble, Nobody Left Behind, On High Alert, Protective, Royal Companion, Scout, Service Animal, Trusted Mount, Vigilant, We Always Find Them, You Can't Hit What You Can't Find
Rogue is for those who want to work in a crime syndicate such as Team Rocket, but can also be those who work in law, such as an Ace Trainer, police, or know people and have some influence to pull strings in the background, such as a politician, businessman, or just rich. They have a pistol as a backup weapon and a single Ranger Companion; they can get more if desired, but these cannot grow with Rogue, only their main companion can.
Only their main Pokémon can level up when you level up. They do so by choosing a level-up option from their Pokémon Companion sheet. The rest are stuck with whatever they have when you capture them.
Domains: Midnight and Grace
Evasion: 12
Hit Points: 6
Hope Feature:
Class Feature:
Only their main Pokémon can level up when you level up. They do so by choosing a level-up option from their Pokémon Companion sheet. The rest are stuck with whatever they have when you capture them.
Domains: Midnight and Grace
Evasion: 12
Hit Points: 6
Hope Feature:
- Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Class Feature:
- Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
- Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add the number of d6s equal to your tier to your damage roll.
- Level 1 → Tier 1
- Levels 2–4 → Tier 2
- Levels 5–7 → Tier 3
- Levels 8–10 → Tier 4
Play the Syndicate if you want to have a web of contacts everywhere you go.
Spellcast Trait: Finesse
Foundation Feature:
Spellcast Trait: Finesse
Foundation Feature:
- Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
- They owe me a favor, but they'll be hard to find.
- They're going to ask for something in exchange.
- They're always in a great deal of trouble.
- We used to be together. It's a long story.
- We didn't part on good terms.
For Rogue and Ranger, they can only choose Human as their Ancestry. Druids can choose any ancestry so long as they can explain what pokemon within Johto resemble it the closest.
For Community, they can pick any; however, keep in mind that Druids play as Pokémon. So Loreborne Druids do not exercise their knowledge the same way that Loreborne Rangers/Rogue does.
For Community, they can pick any; however, keep in mind that Druids play as Pokémon. So Loreborne Druids do not exercise their knowledge the same way that Loreborne Rangers/Rogue does.
Equipment is nearly completely removed to focus on Pokémon as a weapon.
You still have these in your inventory
Druids themselves are a walking, living weapon. The following is an example of their weapon,
Method/Type of Attack, Trait, Damage Dice, Type (Phy/Mag)
Damage Dice depends on the range to adversaries, and the number of dice depends on proficiency.
Every level up adds +1 to your damage. Every tier up, bump up your damage dice for every range group by one step. (d4 to d6 to d8 to d10 to d12 to d20)
For example
Piplup at level 1, facing an adversary at close range, has
Water Moves: Instinct 1d6 Mag
But at level 3, facing an adversary at close range, it has
Water Moves: Instinct 2d8+2 Mag
Rangers have no weapon since they can have multiple Pokémon that can grow stronger.
Rogue gets a pistol as their primary weapon and a small dagger as secondary for dealing with small fries; they need to rely on Pokémon and their cunning resourcefulness to deal with anything stronger.
You still have these in your inventory
- Flashlight (useful for illuminating a dark room)
- 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
- Basic supplies (tent, bedroll, tinderbox, rations, etc.)
- A handful of gold (record this in the Gold field of your character sheet)
- Your choice of a Potion (clear 1d2 Hit Points) or an Ether (clear 1d2 Stress)
- Gambeson Armor (5 / 11) 3 Flexible: +1 to Evasion
Druids themselves are a walking, living weapon. The following is an example of their weapon,
Method/Type of Attack, Trait, Damage Dice, Type (Phy/Mag)
Damage Dice depends on the range to adversaries, and the number of dice depends on proficiency.
- Melee/Very Close: d8
- Close: d6
- Far/Very Far: d4
Every level up adds +1 to your damage. Every tier up, bump up your damage dice for every range group by one step. (d4 to d6 to d8 to d10 to d12 to d20)
For example
Piplup at level 1, facing an adversary at close range, has
Water Moves: Instinct 1d6 Mag
But at level 3, facing an adversary at close range, it has
Water Moves: Instinct 2d8+2 Mag
Rangers have no weapon since they can have multiple Pokémon that can grow stronger.
Rogue gets a pistol as their primary weapon and a small dagger as secondary for dealing with small fries; they need to rely on Pokémon and their cunning resourcefulness to deal with anything stronger.
- Pistol: Finesse Far d6+1 phy, One-Handed, Eight Shot: Place 8 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens. Headshot: Spend 2 Hope to gain a +4 bonus to weapon damage.
- Small Dagger: Finesse Melee d8 phy, One-Handed, Paired: +2 to primary weapon damage to targets within Melee range.
I am not going to be strict or pick apart the whole domain. I will allow it all as long as you can narratively explain how you do anything close to the effect of some of the domain cards, through yourself, your pokemon or otherwise.
Druid's domains are Arcana and Sage
Ranger's domains are Bone and Sage
Rogue's domains are Midnight and Grace
Druid's domains are Arcana and Sage
Ranger's domains are Bone and Sage
Rogue's domains are Midnight and Grace
Class (Domains):
Name:
Pronouns:
Heritage (Community and Ancestry):
Subclass:
Level: 1
Experience: 0/10
Evasion:
Armor: ?/?
Agility:
Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> ? -> Major Damage (Mark 2 HP) -> ? -> Severe Damage (Mark 3 HP)
HP: ?/?/12
Stress: 6/6/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)
Hope Feature:
Experience:
Active Weapons
Proficiency: ?/6
Primary
Active Armor
Inventory
Gold
Class Feature
Cards
Name:
Pronouns:
Heritage (Community and Ancestry):
Subclass:
Level: 1
Experience: 0/10
Evasion:
Armor: ?/?
Agility:
- Sprint
- Leap
- Maneuver
- Lift
- Smash
- Grapple
- Control
- Hide
- Tinker
- Perceive
- Sense
- Navigate
- Charm
- Perform
- Deceive
- Recall
- Analyze
- Comprehend
Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> ? -> Major Damage (Mark 2 HP) -> ? -> Severe Damage (Mark 3 HP)
HP: ?/?/12
Stress: 6/6/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)
Hope Feature:
Experience:
Active Weapons
Proficiency: ?/6
Primary
- Name: None, Trait & Range: None None, Damage Dice & Type: None, Feature: None
- Name: None, Trait & Range: None, Damage Dice & Type: None, Feature: None
Active Armor
- Name: None, Base Thresholds None, Armor Score: None, Feature: None
Inventory
- None
Gold
- Handfuls: 1/10
- Bags: 0/10
- Chest: 0/1
Class Feature
Cards
- Community:
- Ancestry
- Subclass
- Domains
Name:
Evasion: 10
Ancestry:
Experience (Make two experiences, both at +2):
Make a Spellcast Roll to connect with your Pokémon and command them to take action. Spend a Hope to add an applicable Pokémon Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Method of Attack, Damage Dice, Range & Type: (Name of Attack): d6 Melee (Phy or Mag)
When you command your Pokémon to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.
Stress: 3/3/6
When your Pokémon takes any amount of damage, they mark a Stress. When they mark their last Stress, they trigger their Death Move. When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.
Hope: 0/0
Training (Level-Up)
When your character levels up, choose one available option for your Pokémon from the following list and remove a number to show the remaining amount that you can pick that option.
Evasion: 10
Ancestry:
Experience (Make two experiences, both at +2):
Make a Spellcast Roll to connect with your Pokémon and command them to take action. Spend a Hope to add an applicable Pokémon Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Method of Attack, Damage Dice, Range & Type: (Name of Attack): d6 Melee (Phy or Mag)
When you command your Pokémon to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.
Stress: 3/3/6
When your Pokémon takes any amount of damage, they mark a Stress. When they mark their last Stress, they trigger their Death Move. When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.
Hope: 0/0
Training (Level-Up)
When your character levels up, choose one available option for your Pokémon from the following list and remove a number to show the remaining amount that you can pick that option.
- Intelligent (3): Your Pokémon gains a permanent +1 bonus to a Pokémon Experience of your choice.
- Light in the Dark (1): Your Pokémon's max Hope increases by 1. Either you or your Pokémon can use this Hope; this gives you a maximum of 7 Hope effectively.
- Creature Comfort (1): Once per rest, when you take time during a quiet moment to give your Pokémon love and attention, you can gain a Hope, or you can both clear a Stress.
- Armored (1): When your Pokemons takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- Vicious (3): Increase your Pokemons's damage dice or range by one step (d6 to d8, Close to Far, etc.).
- Resilient (3): Your Pokémon gains an additional Stress.
- Bonded (1): When you mark your last Hit Point, your Pokémon rushes to your side to comfort you. Roll the number of d6s equal to the remaining Stress they have and reduce them to 0. If any roll a 6, your Pokémon helps you up. Clear your last Hit Point and return to the scene.
- Aware (3): Your Pokémon gains a permanent +2 bonus to its Evasion.
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