Advertisement
Pilz

Po kay mans

Apr 2nd, 2018
145
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.11 KB | None | 0 0
  1. THIS IS NOT FINISHED PLEASE DO NOT BULLY
  2.  
  3.  
  4. NEW HEALTH GENERATION METHOD
  5. Health = 30 + 5*health
  6.  
  7.  
  8. CLASSES
  9. Mystic, Sports, Science, Breeder, Battler, Performer
  10. Fighting Classes: Mystic, Battler, Performer
  11. Explorer Classes: Science, Sports, Breeder
  12. classes need 5 skills minimum (1 for start, another 1 for every 2 badges)
  13. sort classes by hand manip/deck manip/discard manip?
  14. TRAINERS:
  15. -all trainers start with a 1 in all stats
  16. -Pokemon Battlers (Mystic, Battler, Performer) start with 5 points for Battle Skills and 3 points for Travel Skills
  17. -Pokemon Adventurers (Academics, Sporting Individuals, and Breeders) start with 3 points for Battle Skills and 5 points for Journey Skills
  18. -max skill level is 3 for your specialty area, 2 otherwise
  19. -It costs (current level) to advance to the next level in a skill
  20. -all trainers start with their first class ability
  21.  
  22. MYSTIC
  23. Stats:
  24. Mystics start
  25. Mystic Vision: At the start of a Battle Scene when drawing your hand, you can draw two hands and choose which you take, after looking at them. The other is discarded.
  26.  
  27. BATTLER
  28. Unyielding Spirit: During a Battle Scene, your hand size is increased from 4 to 5.
  29.  
  30. PERFORMER
  31. The ol' Razzle-Dazzle: Twice during a Battle Scene but not during the same round, you may shuffle your remaining hand into the deck and draw the same number of cards.
  32.  
  33. Academics
  34. Careful Research: At the start of an Exploration Scene when drawing your hand, you can draw an additional two cards. Take any two cards from your hand and either discard them or return them to the top of the deck, face-down.
  35.  
  36. SPORTING INDIVIDUAL
  37. Stamina for Days: During an Exploration Scene, your hand size is increased from 4 to 5
  38.  
  39. BREEDER
  40. TLC: At the end of an Exploration Scene you can restore one of your pokemon to Full Health. Once during a Pokemon Contest, you may shuffle your hand into the deck and draw a new one. [pokemon contests only conceptual, for now]
  41.  
  42.  
  43.  
  44. TRAINER STAT BLOCK
  45. Badges
  46. Battle Skills: Attack, Defend, Affect, Resist
  47. Travel Skills: Track, Navigate, Explore, Care
  48.  
  49. POKEMON STAT BLOCK
  50. Type/Type
  51. Weight
  52. Speed
  53. Nature
  54. HP (= health x 10)
  55. Battle Mods: Attack, Special Attack, Defence, Special Defence, Affect, Resist
  56. Constant Stats: Health, Affection
  57. Attacks: Clubs, Hearts, Diamonds, Spades
  58.  
  59.  
  60. https://bulbapedia.bulbagarden.net/wiki/Nature#List_of_Natures
  61. red = 1-12, black = 13-24
  62.  
  63. 24 natures, 18 types (see google chart)
  64.  
  65. Card Manipulation Options:
  66. Draws/readraws
  67. extra held cards
  68. see what the next cards are
  69. swap cards
  70. change card's suit/play card as different card
  71.  
  72. HOW TO PLAY: SCENES
  73. -At the start of each Scene/Phase, all involved players draw a full hand of cards. This is normally 4, but may be increased or decreased by certain abilities or events.
  74. -The players and the GM have seperate decks (one for the players, one for the GM). Players draw from their deck and the GM draws from the GM deck.
  75.  
  76. EXPLORATION SCENE
  77. -The GM draws a number of cards equal to twice the number of players. (see rules for higher difficulty areas later on for changes to this)
  78. -Players decide on order and take turns declaring if they intend to look for new pokemon using Track, attempt to Explore their surroundings and progress through the area, or spend some time Caring for their pokemon. They may also try to Navigate to somewhere they've heard about.
  79. -In order, the GM informs the player of the basic difficulty of the action they are attempting, lets the player play a card from their hand, and then lets the player choose a card from the GM's hand. If the player's skill and card value exceed the difficulty + the GM's card, the Player wins! If not, they lose. Move on to see the actions and their effects
  80.  
  81. Track:
  82. -if the player succeeds, the GM randomly determines a pokemon for them to fight. The player choses a pokemon of their own to act in the Battle. A Battle Scene occurs with one difference: the player can make a direct attack against the enemy pokemon. If the attack knocks out the pokemon, the player has captured it. If the attack fails to hit, the player has embarrassed themselves and their pokemon will lose a point of affection
  83. -If a player fails, their pokemon will get bored and lose a point of affection
  84.  
  85. Care:
  86. -If the player succeeds, one of their pokemon gains two points of affection (up to their maximum) and has the player's card value x5 HP restored.
  87. -If the player fails, they annoy their pokemon. The pokemon loses one point of affection.
  88.  
  89. Explore:
  90. -If the player succeeds, flip a coin (or decide as a GM). If it's heads the player is informed of what they have discovered. If tails, the player has come up against a roadblock of some sort (trainer, environmental hazard). It's up to the player to deal with whatever is in front of them. Don't worry though, if they fail here they can try to Navigate their way back.
  91. -If the player fails, they become lost! They'll need to try and Navigate their way back to where they came from before they do anything else. If the player runs out of cards before finding their way home, they have to spend the night in the forest before their friends rescue them. All their pokemon lose 1 point of affection.
  92.  
  93. Navigate:
  94. -Players can only navigate to places they've heard of or otherwise have a vague idea of the location of. Players will need to use Navigate to get to the next town, but it will be difficult to head there right away. The GM should set the initial Navigate target high and reduce it for every landmark found or pokemon caught. See A Brand New Place! below.
  95.  
  96. Dealing with Environmental Hazards:
  97. A GM should be flexible and encourage creativity in using trainer skills or pokemon techniques to solve these sorts of problems. In general it'll be some sort of skill check. If a player and their pokemon fail one of these challenges, it's not a big deal. They can find their way back and try again tomorrow.
  98.  
  99. Ending the Scene:
  100. A player's Exploration Scene ends when...
  101. -All their pokemon have fainted!
  102. -The player runs out of cards!
  103. -One or more of their pokemon's affection levels hit 0!
  104. Pokemon do not recover health or affection between exploration scenes. For that, you've got to go back to the City or use Care actions.
  105. Beware...if all of a Trainer's pokemon's affection levels hit 0, they can't just return to camp. Once the Exploration Scene has ended for everyone, all the players will need to head back to the last City to spend some time in a pokemon center. Maybe there's something new going on in town, though?
  106.  
  107. Returning to the City:
  108. -Players will lose their memory of locations they've found but not 'unlocked' by completing whatever challenge they faced.
  109. -Beyond that there's no penalty. Except, of course, the SHAME of FAILURE.
  110. -Gary probably did it all in one go, y'know?
  111.  
  112.  
  113. BATTLE SCENES
  114. setup:
  115. -Both participants draw hands from their deck. NPCs draw from the GM's deck. In the case of a multi-battle, NPC hands should be kept seperate, but they can be combined for a greater challenge or to represent some gimmick (twin trainers for example).
  116. -The suit of a card determines what action can be taken with that card.
  117. -Both sides throw out their first pokemon. Players should announce their 'leading pokemon' ahead of time.
  118.  
  119. Types of Cards:
  120. suit = type of action
  121. Clubs = Normal Attack
  122. Hearts = Special typed attack
  123. Diamonds = Special 2 OR attack with effect (Poison Sting, Hypnosis)
  124. Spades = Utility (tail whip, harden, string shot)
  125.  
  126. Face cards = ITEMS (type of face), or burned for TRAINER COMMANDS (suit)
  127. Ace= Any of the below
  128. Kings = Potions
  129. Queens = Status Heals
  130.  
  131. Jacks = Stat Buffs
  132. Clubs = Dodge!
  133. Hearts = Encourage!
  134. Diamonds = Hurry!
  135. Spades = Tag out!
  136.  
  137. Jokers = STRIKE A POSE!
  138.  
  139. The fight:
  140. -Both sides choose cards from their hand and put them face-down.
  141. -Speed is compared, with a coinflip determining the outcome of ties.
  142. -Both players reveal their cards. The faster pokemon takes their turn first, unless a special effect blocks them.
  143.  
  144. Attacking:
  145. -The suit of the card determines the type of move
  146. -The Card's value determines the check value
  147. -Trainer's skill + relevant pokemon skill + check value = attack value
  148. -You must exceed the defender's defense value to hit
  149. -Damage done is equal to the difference between values multiplied by the Damage Value, taking weaknesses and resistance into account after.
  150.  
  151. Defending:
  152. -When being attacked or targeted, you can play a card from your hand. That's your check value
  153. -Trainer's skill + relevant pokemon skill + check value value = defense value
  154. -If your Defense Value meets or exceeds the enemy's attack value, the hit doesn't hurt you!
  155. -If it's an effect attack, you don't take damage but you get hit with the status effect :<
  156.  
  157. Damage Value
  158. -Both players can mill cards from hand with the same suit as the card they played when attacking/defending.
  159. -formula = (attacking pokemon's relevant skill/5 + milled cards) - (defending pokemon's relevant skill/5 + milled cards)
  160. - 0-2 is x5, 3-4 is x10, 5-6 is x15
  161.  
  162. Trainer Commands:
  163. -If a face card is played as a move, it always resolves first.
  164. -Pokemon 'swapped in' through a trainer command take a free hit from whatever move the opponent was about to use on their fellow
  165.  
  166. Using Items:
  167. -Items can be played from the hand at the beginning of a round
  168.  
  169. Jokers:
  170. -The pokemon and the trainer are in perfect harmony! The Trainer strikes a mighty pose! The pokemon uses a mighty technique! Which technique depends on the pokemon's type(s), but it's probably really impressive!
  171. -The jokers are not shuffled back into the deck until the battle has ended.
  172.  
  173. Status Effects:
  174. Every time a pokemon affected by a status effect would take a turn, the controlling player flips two coins. If both are heads, the pokemon recovers and goes about its actions normally. If both are tails, the negative status effect continues and the pokemon will take damage or even be unable to move!
  175.  
  176. The Fight, Continued:
  177. After both turns have been resolved, the round resets. If both players are out of cards, they each draw a new hand. If a player swapped in a pokemon, they may draw up to their maximum hand size. If a pokemon was KO'd, the attacker draws 1 card and the defender draws 2 cards
  178.  
  179. Winning and Losing:
  180.  
  181. -When a trainer is out of pokemon, they have lost! They'll have to return to a pokemon center and come back another time.
  182.  
  183.  
  184. POKEMON AND PROGRESSION
  185. -Whenever the player gets a gym badge, their pokemon level up! They get a series of stat boosts determined by their nature and random chance.
  186. -Players level up every 2 badges. They get a series of stat points to distribute as they see fit, as well as a new ability.
  187. -Pokemon evolve faster or slower depending on their nature, their type, and what kind of experiences they have. a rough guide exists as part of pokemon generation to show when pokemon should be evolving. GMs should stagger evolutions if necessary. After a pokemon is ready to evolve, watch for the player to do something interesting and have the evolution trigger off of that
  188. -Pokemon that evolve through stones won't accept the stones until they feel they're ready.
  189.  
  190. To do
  191. -Figure out attacks
  192. -Figure out super special posing attacks
  193. -more abilities for trainers
  194. -leveling schema for trainers
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement