Sunday, July 28, 2013

The Rules

Pokemon Mystery Hunters

Welcome to the World of Pokemon! This campaign will see the PCs in the employment of Professor Emily Larch, a young but excitable scientist looking for as many breakthroughs as she can find. The Pokemon universe is full of myths, legends and rumors, and never seems to run out of things to be discovered.

Marvel Heroic Roleplaying allows players to create an action-heavy, comic-booky, heavily-narrative game where pretty much anything goes. Rather than the tightly-controlled gameplay and statistics that the Pokemon franchise uses, we will be going on the looser, more creative logic of the early Pokemon anime. If it makes sense, you can try it!

All Pokemon Are Available. This game takes place loosely in between generations 5 and 6, beginning just before the discovery of the Fairy-type. We will branch off and not even begin to worry about keeping canon with anything. Pokemon revealed in generation 6 are valid (you simply went travelling in the new region sometime and found them); Fairy-type will be something of a plot point at least at first, so clear those with me. Otherwise, ALL POKEMON are within limits with a good enough reason to own one. If you want to create your own pokemon, FEEL FREE, and talk to me about introducing it into the game world.

A Few Notes on the Pokemon World (Much of this is Fanon, and up for debate, but I like these interperetations)
* While Pokemon are capable of hurting people, and of seriously injuring each other, this is uncommon. Pokemon as a whole are drawn to attacking each other in shows of strength, rather than fighting to hurt, and do not enjoy fighting humans (who they may see as lacking any kind of power).
* Licensed Trainers are forbidden from doing worse than knocking out an opponent’s pokemon, and attempting to capture another person’s pokemon is strictly taboo.
* Wild Pokemon tend to hide from humans unless provoked, or unless they want to test their strength. Wild Pokemon are aware of the existence of tamed Pokemon, and accept the risk of being captured when they approach a Trainer.
* Pokemon inside their Pokeballs are able to hear what goes on around them, and able to release themselves under certain circumstances. They can not see, however, and may not always get the full picture.
* Pokemon don’t exactly follow the laws of physics. Attacks that use elements (rock slide, flamethrower, water gun, thunder) may make use of existing rocks, flames, water etc. to boost power as a stunt, but generally summon their own element to use, without needing a source.

Rules Variants from Marvel Heroic Roleplaying

1. Pokemon are Power Sets. Each Trainer can hold a maximum of three pokemon at once. Trainers have no obligation to have the maximum.
Under normal Action Scene circumstances, only one Pokemon may participate in one roll.
Switching Pokemon does not cost a turn - simply use a different Pokemon’s power set on your next turn. Pokemon may not be switched during a Reaction roll.
Players may replace a Pokemon on-hand with a new Pokemon for a cost of 5xp.
Each Pokemon must have a Limit based on its type. All Types will be weak to at least two other types. Players may choose to give their Pokemon multiple Types, as well as more than two disadvantages per Type. As per Marvel Heroic rules, players gain one Plot Point every time their Limit is invoked.

2. Pokemon Stress Tracks. Each Pokemon has its own Stress Track, but it is generalized, rather than split into different Stress Types. Some Pokemon SFX may make distinctions between types of attacks - these are determined by the narrative. When a Pokemon passes d12 Stress, it is KO’ed and can not participate in any more Action Scenes until recovering in a Transition Scene.

3. Trainer Stats. Trainer character sheets are mostly the same as Marvel Heroic standard characters. Assign d6, d8 and d10 to Affiliations - Trainer, Breeder, Professor.
Trainer - Used when battling and catching Pokemon.
Breeder - Used when caring for Pokemon, includes feeding, grooming, etc.
Professor - Used for studying Pokemon and when retrieving information about Pokemon.
Characters who train Pokemon, regardless of Trainer affiliation die, must give themselves the Pokemon Trainer limit:
Limit - Pokemon Trainer: Gain one Plot Point by shutting down any Pokemon’s power set. Recover on an Opportunity or Transition scene.
This Limit can be reached by either declaring your Pokemon KO’ed, or (when the Pokemon are outside their Pokeballs) declaring that it is somewhere else and can not participate in the current Scene.
Characters who do not have this limit may not battle their Pokemon against others’ - These characters may still participate in non-battling Action Scenes and may assist others by making Assets.

4. Pokemon Outside of Battle. When not following a Trainer’s orders, Pokemon may be played with Minor Character sheets. They have the standard two Distinctions, and d4, d6 and d8 rankings in their own Affiliations - Physical, Special, and Speed. These Affiliations are useful in defining what your Pokemon can do, but do not have to be strictly adhered as relative strengths during battle.
Physical refers to a Pokemon’s strength in simple, non-elementally-specific moves. Most Normal, Fighting, Rock and Steel Pokemon tend to be strong in Physical.
Special refers to a Pokemon’s strength in their elementally-based moves. Most Water, Fire, Electric, Ice and Grass Pokemon have strong Special.
Speed refers to a Pokemon’s speed, agility, reflexes, etc.
Wild Pokemon will be a special case - They may be Major or Minor characters, and will have multiple Stress tracks as normal Marvel Heroic enemies would.

5. Specialties. In addition to the standard list of MHR specialties, I’m adding “Handyman” and “Survival” to cover more rugged and mundane things to be done. I’m also adding Wealthy and Cosmopolitan, should anyone want to take on more of a social/socialite role. Cosmic specialty is not available. If anyone has any more ideas for Specialties they will be considered.

6. Complications and Assets. Unlike in the Pokemon games, creating Complications and Assets will be divorced from specific moves and/or powers. Any action that makes sense can create any Complication. Poisoned, Frozen, Asleep, Paralyzed, Confused, Infatuated, etc. will all be treated as Complications. Raised Speed, Attack, Defense, Etc. will become Assets.
Catching Pokemon - When attempting to catch a Wild Pokemon, a Trainer will be attempting to complete a Complication - Pokeball track. Any roll made to increase the Complication may use all of the Pokemon’s stresses for free.

No comments:

Post a Comment