Post by Lockdown on Jan 2, 2017 22:13:02 GMT
Den Den Mushi
HP: 6
Attack: 6
Defense: 13
Sp Attack: 3
Sp Def: 13
Speed: 1
Base Ability: Dry Skin
Advanced Ability 1: Suction Cups
Advanced Ability 2: Shell Shield
High Ability: Telepathy
Capabilities:
Naturewalk Swamp, Underdog, Glow, Stealth, Wallclimber and Router, Overland 4, swim 3, jump 1/1, power 1.
Router:
ROUTER
Router Pokemon can send and receive information over wireless networks, such as radio. They can use this to communicate with one another, or to interface with many computer devices and networks, provided they re able to receive a signal.
Router Pokemon can communicate with one another wirelessly over extended distances, but can only transmit human communciations over a local network unless provide with specific transceivers.
Move list
1 Water Sport Water Status
1 Mud Sport Ground Status
1 Harden Normal Status
1 Flash Normal Statis
5 Helping Hand Normal Status
9 Taunt Dark Status
13 Safeguard Normal Status
17 Kinesis Psychic Status
21 Purify Poison Status
25 Curse Ghost Status
29 Gastro Acid Poison Status
33 Pain Split Normal Status
37 Recover Normal Status
41 Soak Water Status
45 Toxic Poison Status
49 Memento Dark Status
Purify - Scene - Target & self. Heals target's status conditions. If successful, restores 50% of health to user. Does not remove Injuries.
Tutor moves: Baton Pass(N)
TM Moves
Toxic, Hail, Taunt, Light Screen, Protect, Rain Dance, Safeguard, Double Team, Reflect, Rest, Attract, Quash, Psyche Up, Swagger, Sleep Talk, Substitute, Confide.
Transceivers are Den Den Mushi-specific held items that exist as a broad category, functioning like Eviolite in that the type of transceiver they become (camera, video, long/short-distance communication) is determined upon construction. Should a Den Den Mushi be holding a Transceiver, they are rendered combat incapable, as any attacks stand a good chance of destroying the transceiver.
Attack: 6
Defense: 13
Sp Attack: 3
Sp Def: 13
Speed: 1
Base Ability: Dry Skin
Advanced Ability 1: Suction Cups
Advanced Ability 2: Shell Shield
High Ability: Telepathy
Capabilities:
Naturewalk Swamp, Underdog, Glow, Stealth, Wallclimber and Router, Overland 4, swim 3, jump 1/1, power 1.
Router:
ROUTER
Router Pokemon can send and receive information over wireless networks, such as radio. They can use this to communicate with one another, or to interface with many computer devices and networks, provided they re able to receive a signal.
Router Pokemon can communicate with one another wirelessly over extended distances, but can only transmit human communciations over a local network unless provide with specific transceivers.
Move list
1 Water Sport Water Status
1 Mud Sport Ground Status
1 Harden Normal Status
1 Flash Normal Statis
5 Helping Hand Normal Status
9 Taunt Dark Status
13 Safeguard Normal Status
17 Kinesis Psychic Status
21 Purify Poison Status
25 Curse Ghost Status
29 Gastro Acid Poison Status
33 Pain Split Normal Status
37 Recover Normal Status
41 Soak Water Status
45 Toxic Poison Status
49 Memento Dark Status
Purify - Scene - Target & self. Heals target's status conditions. If successful, restores 50% of health to user. Does not remove Injuries.
Tutor moves: Baton Pass(N)
TM Moves
Toxic, Hail, Taunt, Light Screen, Protect, Rain Dance, Safeguard, Double Team, Reflect, Rest, Attract, Quash, Psyche Up, Swagger, Sleep Talk, Substitute, Confide.
Transceivers are Den Den Mushi-specific held items that exist as a broad category, functioning like Eviolite in that the type of transceiver they become (camera, video, long/short-distance communication) is determined upon construction. Should a Den Den Mushi be holding a Transceiver, they are rendered combat incapable, as any attacks stand a good chance of destroying the transceiver.
Races of the World
Fishmen/Merfolk:
Giants:
Mink:
Skypieans/Shandians/Birkans:
LongLeg/LongArm/Snakeneck Tribes:
Giants:
Mink:
Skypieans/Shandians/Birkans:
LongLeg/LongArm/Snakeneck Tribes:
Devil Fruits & Berries
There are two separate types of Devil Foods; Fruits and Berries. Berries only affect pokemon, while Fruits only affect humans.
For the most part Devil Fruits will be simply refluffing the classes of the character that ate the fruit within a theme; with elementalists (with the exception of Maelstroms) usually being Logia types unless a good argument for a Paramecia type can be made. Supernatural classes are also good options for Devil Fruit refluffing, while Aura Guardian can stand as a Haki user parallel. Zoans will use THIS class; with some provisos and limitations. Ignore the mention of Spliced, Hybrid and Genetic, those reference another campaign and have no bearing on this one.
1. Size and shape will be limited to human or near-human. I intend to add a feat tax to gain access to large mon shapes, especially airborne ones. You're not turning yourself into a party taxi right from the start.
2. Evolution will also be locked behind a feat tax.
3. Congratulations, even in human form you now have that mon's elemental weaknesses.
4. There are no sea-faring Zoan Fruits. You are not going to become a Gyarados Human.
Kudos and credit to Captain_Six for this class.
For Devil Berries, the effects differ by class.
Generally a mon will refuse to eat a Devil Fruit. If they're forced to do so, they lose a point of loyalty, and are Badly Poisoned. If a human for some idiotic reason eats a Devil Berry, they are Paralyzed and Badly Poisoned.
A Devil Fruit is about three to four times the size of a normal fruit. A Devil Berry is twice the size of a standard berry, and both have the same swirled patterns to them.
For the most part Devil Fruits will be simply refluffing the classes of the character that ate the fruit within a theme; with elementalists (with the exception of Maelstroms) usually being Logia types unless a good argument for a Paramecia type can be made. Supernatural classes are also good options for Devil Fruit refluffing, while Aura Guardian can stand as a Haki user parallel. Zoans will use THIS class; with some provisos and limitations. Ignore the mention of Spliced, Hybrid and Genetic, those reference another campaign and have no bearing on this one.
1. Size and shape will be limited to human or near-human. I intend to add a feat tax to gain access to large mon shapes, especially airborne ones. You're not turning yourself into a party taxi right from the start.
2. Evolution will also be locked behind a feat tax.
3. Congratulations, even in human form you now have that mon's elemental weaknesses.
4. There are no sea-faring Zoan Fruits. You are not going to become a Gyarados Human.
Kudos and credit to Captain_Six for this class.
For Devil Berries, the effects differ by class.
- Paramecia would add moves, types or passives based on a theme.
- Zoan would allow the Pokemon to have a hybrid and full form of another Pokemon. (Maybe not modifying their movepool but changing their type/stats?)
- Logia would force their type to a specific one and give them an ability like Pixelate/Galvanize. Turning other typed moves into their type. It should give some sort of unique resistance as well.
Generally a mon will refuse to eat a Devil Fruit. If they're forced to do so, they lose a point of loyalty, and are Badly Poisoned. If a human for some idiotic reason eats a Devil Berry, they are Paralyzed and Badly Poisoned.
A Devil Fruit is about three to four times the size of a normal fruit. A Devil Berry is twice the size of a standard berry, and both have the same swirled patterns to them.
Ship Stats, Sizes & Upgrades
A Ship is a pokemon with one primary stat. Hitpoints.
From there, you can apply plating to give it a defense value, special systems to increase it's special defense value, like sprinkler systems or cleanse tags.
Rudder and steering system, sails, apply to speed.
Weapons give it attack or special attack and also grant moves.
A ship with no weapons has a ram attack that does damage based on it's speed. But it takes just as much damage, against it's defense stat.
Upgrades
Quarters & Relaxation
Basic Quarters; Players recover the amount that they would from resting per day provided they don't get involved in combat as per the rules listed in the Core Book.
Fancy Quarters; As Basic Quarters, but also functions as though under the effects of the medic skill that speeds recovery time, Cost: X/Story Unlock. Takes 1 Upgrade slot.
Opulent Quarters; As Fancy Quarters, plus individuals resting here also heal up to three extra injuries (this includes pokemon). Takes 2 upgrade slots.
Basic Bathing facility/hatchery - Gives Eggs the benefit of an Egg Warmer. Hatched mon are at a -5 level penalty. Can hold up to three eggs. takes 1 upgrade slots.
Advanced Bathing Facility - Gives eggs the Benefit of Heater as well as Egg Warmer. Hatched mon are at a -3 level penalty. Can hold up to six eggs. Takes up 2 upgrade slots.
Sauna/mini-Hotsprings - Gives eggs all previous benefits, mon hatched have a +1 to stat of the trainer's choice. Hatched mon are at no level penalty. Holds up to twelve eggs. Takes up 3 upgrade slots.
Galley and consumable related upgrades
Basic Galley: Allows for food preperation onboard rather than eating rations. Provides three free snacks per day, the effects only last for that day. Takes 1 upgrade slot.
Fancy Galley: Improved equipment and storage allows for more efficient preparation of food. Food and snack costs reduced by 25%, can process otherwise inedible sources for food. Takes 2 Upgrade slots.
State-of-the-Art Galley: Best of everything, including the kitchen sink! A miniature distillery allows for the creation of beverages that function as a combination berry+snack item. 1 round of free hearty meals for the crew per day, effects last for that day only. Takes 3 upgrade slots.
Basic Garden: allows for the growth of dwarf berry and apricorn trees on the ship. Yield rolls maximize at 1 berry per day without mulch. Soil quality is 0; maximum number of plants: 3. Takes 1 upgrade slot.
Advanced Garden: Soil quality improves, allowing for full yield rolls. Gives access to the first level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 5. Takes 2 upgrade slots.
State-of-the-Art Garden: Soil quality improves to +1, gives access to second level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 7. Takes 3 upgrade slots.
Medical Bays
Basic Medical Bay: Generates (Medical Skill roll) x 100 medical scrap per long rest. Takes 1 upgrade slot.
Advanced Medical Bay: Installed Herb growers (3) in the med bay, access to rank 1 effect of Traditional Medicine Reference without AP bind. Takes 2 upgrade slots.
State of the Art Medical Bay: PCs and their mon gain +2 to saves while on board the ship. Bonus lasts one day after disembarking. Total Herbal Growers increases to 5. Takes 3 upgrade slots.
Steering & Propulsion
Basic Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45%, Subject to Wind.
Basic Propeller; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45 Degrees, Not Subject to Wind.
Advanced Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Subject to Wind. Takes 1 upgrade slot.
Advanced Prop; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 1 upgrade slot.
Intricate Rudder; Ship Moves at Swim Speed 8, Does Not Spend Movement To Turn. Subject to Wind. Takes 2 upgrade slots.
Intricate Prop; Ship Moves at Swim Speed 10, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 2 upgrade slots.
Sails; Favorable Winds start out at +2 Swim, Unfavorable is -2. The move Tailwind adds +5 to the ship's movement.
Engine: Required to power prop, upgraded along with the prop.
Weapons, Ammo and Magazines
Basic Cannons - +0 DB to attacks, range increment of 2. Takes 1 upgrade slot.
Advanced Cannons - +2DB to attacks, range increment of 3. Takes 2 Upgrade slots.
State-of-the-art cannons - +6 DB to attacks, range increment of 5. Takes 3 Upgrade slots.
A range increment for ship combat being about 300 meters.
Basic Shot - DB 5 AC 4
Heavy Shot - DB 7 AC 6, reduce range by 1 increment
Chain shot - inflicts paralysis on the target ship. AC 3 DB 3 - costs 200
Napalm shot - inflicts burn on wooden ships, AC 3 BD 3 - costs 300
Thunder shot - Inflicts damage to characters in contact with the deck of a steel ship, AC 4 DB 3(5 against characters) Blast 5 - costs 350
Grape Shot - inflicts AoE damage on characters, less damage to the ship itself. Blast 3, AC 4 DB3(5 against characters) - costs 450
Grapnel Launch - If it connects, use a move action to bring the two ships together. Ship combat is halted and the party is engaged with the crew of the enemy ship. AC 10 - costs 1000 (Reusable)
Basic Magazine - Can hold up to 10 specialized shells. Takes 1 upgrade slot.
Advanced Magazine - can hold 15 specialized shells. Takes 2 upgrade slots.
State-of-the-art Magazine - Holds 30 specialized shells, has a lab allowing for construction of new shells. Takes 3 upgrade slots.
Navigation, storage, and Misc.
Basic Navigator Station - gives +1 die to rolls for navigation (Survival or General Ed). Has one log pose. Takes 1 upgrade slot.
Chart Room - gives flat +3 to navigation rolls. Has basic info on local islands available through a Gen Edu roll. Two log poses. Takes 2 upgrade slots.
SotA Communications Suite - Includes wiretap for Marine and Undwerwold broadcasts, has up-to-date bounty board, three log poses, +6 to Navigation roll, info on local islands and influential figures available with Gen Ed roll. Takes 3 upgrade slots.
Basic Hold - empty space for storage of random stuff.
Advanced Hold - specialized containers for specialty items (tanks, chests, jars, etc). Takes 1 upgrade slot.
SotA Hold - reinforced walls, specialized cubbies for different types of treasure/cargo. Comes equipped with holding cells, capable of holding three priosners; comes with sea-stone cuffs. Takes 2 upgrade slots.
Tank-Dial - upgrade that allows pokemon to be stored in a form of suspended animation within a large dial, the controls and monitor added to it give the ability for an individual person to pick out their specific pokemon. Counts as an Advanced Upgrade for the purposes of ship leveling. Does not consume an upgrade slot.
Ship materials:
Wood, base HP of 10, Defense of 5, Sp. Defense of 6, weak against Fire attacks. Base Price modifier x 1.
Steel - Base HP of 16, Defense of 12, Sp Defense of 8, weak against electric attacks (can be countered by upgrading to insulated decks). Base price modifier x 1.5.
Adam Wood - Base HP of 20, Defense of 14, Sp Defense of 16, no elemental weaknesses. Base price modifier x 3.
Size Categories and leveling
Sloop - level 5 - costs 10,000 - has 9 Upgrade Slots
Cutter - level 10 - costs 20,000 - has 15 Upgrade slots
Caravelle level 15 - costs 25,000 - has 21 Upgrade slots
Schooner - level 20 - costs 30,000 - has 24 upgrade slots
Corvette - level 25 - costs 35,000 - has 27 upgrade slots
--- (anything larger than this is relegated to NPC factions only)
Barque - level 30
Frigate - level 35
Ship of the Line - level 40+
Each size category gains +5 to their level. However upgrades to a ship also provide levels, meaning that a smaller but heavily upgraded ship can kick in the teeth of a much larger but very basic ship.
Basic upgrades give +1 level, Advanced upgrades give +3 levels, and Intricate upgrades give +5 levels. The level bonuses don't stack.
From there, you can apply plating to give it a defense value, special systems to increase it's special defense value, like sprinkler systems or cleanse tags.
Rudder and steering system, sails, apply to speed.
Weapons give it attack or special attack and also grant moves.
A ship with no weapons has a ram attack that does damage based on it's speed. But it takes just as much damage, against it's defense stat.
Upgrades
Quarters & Relaxation
Basic Quarters; Players recover the amount that they would from resting per day provided they don't get involved in combat as per the rules listed in the Core Book.
Fancy Quarters; As Basic Quarters, but also functions as though under the effects of the medic skill that speeds recovery time, Cost: X/Story Unlock. Takes 1 Upgrade slot.
Opulent Quarters; As Fancy Quarters, plus individuals resting here also heal up to three extra injuries (this includes pokemon). Takes 2 upgrade slots.
Basic Bathing facility/hatchery - Gives Eggs the benefit of an Egg Warmer. Hatched mon are at a -5 level penalty. Can hold up to three eggs. takes 1 upgrade slots.
Advanced Bathing Facility - Gives eggs the Benefit of Heater as well as Egg Warmer. Hatched mon are at a -3 level penalty. Can hold up to six eggs. Takes up 2 upgrade slots.
Sauna/mini-Hotsprings - Gives eggs all previous benefits, mon hatched have a +1 to stat of the trainer's choice. Hatched mon are at no level penalty. Holds up to twelve eggs. Takes up 3 upgrade slots.
Galley and consumable related upgrades
Basic Galley: Allows for food preperation onboard rather than eating rations. Provides three free snacks per day, the effects only last for that day. Takes 1 upgrade slot.
Fancy Galley: Improved equipment and storage allows for more efficient preparation of food. Food and snack costs reduced by 25%, can process otherwise inedible sources for food. Takes 2 Upgrade slots.
State-of-the-Art Galley: Best of everything, including the kitchen sink! A miniature distillery allows for the creation of beverages that function as a combination berry+snack item. 1 round of free hearty meals for the crew per day, effects last for that day only. Takes 3 upgrade slots.
Basic Garden: allows for the growth of dwarf berry and apricorn trees on the ship. Yield rolls maximize at 1 berry per day without mulch. Soil quality is 0; maximum number of plants: 3. Takes 1 upgrade slot.
Advanced Garden: Soil quality improves, allowing for full yield rolls. Gives access to the first level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 5. Takes 2 upgrade slots.
State-of-the-Art Garden: Soil quality improves to +1, gives access to second level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 7. Takes 3 upgrade slots.
Medical Bays
Basic Medical Bay: Generates (Medical Skill roll) x 100 medical scrap per long rest. Takes 1 upgrade slot.
Advanced Medical Bay: Installed Herb growers (3) in the med bay, access to rank 1 effect of Traditional Medicine Reference without AP bind. Takes 2 upgrade slots.
State of the Art Medical Bay: PCs and their mon gain +2 to saves while on board the ship. Bonus lasts one day after disembarking. Total Herbal Growers increases to 5. Takes 3 upgrade slots.
Steering & Propulsion
Basic Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45%, Subject to Wind.
Basic Propeller; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45 Degrees, Not Subject to Wind.
Advanced Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Subject to Wind. Takes 1 upgrade slot.
Advanced Prop; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 1 upgrade slot.
Intricate Rudder; Ship Moves at Swim Speed 8, Does Not Spend Movement To Turn. Subject to Wind. Takes 2 upgrade slots.
Intricate Prop; Ship Moves at Swim Speed 10, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 2 upgrade slots.
Sails; Favorable Winds start out at +2 Swim, Unfavorable is -2. The move Tailwind adds +5 to the ship's movement.
Engine: Required to power prop, upgraded along with the prop.
Weapons, Ammo and Magazines
Basic Cannons - +0 DB to attacks, range increment of 2. Takes 1 upgrade slot.
Advanced Cannons - +2DB to attacks, range increment of 3. Takes 2 Upgrade slots.
State-of-the-art cannons - +6 DB to attacks, range increment of 5. Takes 3 Upgrade slots.
A range increment for ship combat being about 300 meters.
Basic Shot - DB 5 AC 4
Heavy Shot - DB 7 AC 6, reduce range by 1 increment
Chain shot - inflicts paralysis on the target ship. AC 3 DB 3 - costs 200
Napalm shot - inflicts burn on wooden ships, AC 3 BD 3 - costs 300
Thunder shot - Inflicts damage to characters in contact with the deck of a steel ship, AC 4 DB 3(5 against characters) Blast 5 - costs 350
Grape Shot - inflicts AoE damage on characters, less damage to the ship itself. Blast 3, AC 4 DB3(5 against characters) - costs 450
Grapnel Launch - If it connects, use a move action to bring the two ships together. Ship combat is halted and the party is engaged with the crew of the enemy ship. AC 10 - costs 1000 (Reusable)
Basic Magazine - Can hold up to 10 specialized shells. Takes 1 upgrade slot.
Advanced Magazine - can hold 15 specialized shells. Takes 2 upgrade slots.
State-of-the-art Magazine - Holds 30 specialized shells, has a lab allowing for construction of new shells. Takes 3 upgrade slots.
Navigation, storage, and Misc.
Basic Navigator Station - gives +1 die to rolls for navigation (Survival or General Ed). Has one log pose. Takes 1 upgrade slot.
Chart Room - gives flat +3 to navigation rolls. Has basic info on local islands available through a Gen Edu roll. Two log poses. Takes 2 upgrade slots.
SotA Communications Suite - Includes wiretap for Marine and Undwerwold broadcasts, has up-to-date bounty board, three log poses, +6 to Navigation roll, info on local islands and influential figures available with Gen Ed roll. Takes 3 upgrade slots.
Basic Hold - empty space for storage of random stuff.
Advanced Hold - specialized containers for specialty items (tanks, chests, jars, etc). Takes 1 upgrade slot.
SotA Hold - reinforced walls, specialized cubbies for different types of treasure/cargo. Comes equipped with holding cells, capable of holding three priosners; comes with sea-stone cuffs. Takes 2 upgrade slots.
Tank-Dial - upgrade that allows pokemon to be stored in a form of suspended animation within a large dial, the controls and monitor added to it give the ability for an individual person to pick out their specific pokemon. Counts as an Advanced Upgrade for the purposes of ship leveling. Does not consume an upgrade slot.
Ship materials:
Wood, base HP of 10, Defense of 5, Sp. Defense of 6, weak against Fire attacks. Base Price modifier x 1.
Steel - Base HP of 16, Defense of 12, Sp Defense of 8, weak against electric attacks (can be countered by upgrading to insulated decks). Base price modifier x 1.5.
Adam Wood - Base HP of 20, Defense of 14, Sp Defense of 16, no elemental weaknesses. Base price modifier x 3.
Size Categories and leveling
Sloop - level 5 - costs 10,000 - has 9 Upgrade Slots
Cutter - level 10 - costs 20,000 - has 15 Upgrade slots
Caravelle level 15 - costs 25,000 - has 21 Upgrade slots
Schooner - level 20 - costs 30,000 - has 24 upgrade slots
Corvette - level 25 - costs 35,000 - has 27 upgrade slots
--- (anything larger than this is relegated to NPC factions only)
Barque - level 30
Frigate - level 35
Ship of the Line - level 40+
Each size category gains +5 to their level. However upgrades to a ship also provide levels, meaning that a smaller but heavily upgraded ship can kick in the teeth of a much larger but very basic ship.
Basic upgrades give +1 level, Advanced upgrades give +3 levels, and Intricate upgrades give +5 levels. The level bonuses don't stack.