Pokemon TT Adventures
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Getting Started

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Getting Started Empty Getting Started

Post  Rio Thu May 17, 2012 10:57 pm

Getting Started

Welcome to the world of Pokemon: Tabletop Adventures.

To play you’ll need the following things:

As a Player, you’ll create a Trainer, who might choose to take a up a profession, or Class, and capture and train Pokemon to fight alongside their Trainer. Like the protagonists in the Pokemon franchise’s games, manga or anime, Players will be the center of the game’s action.

Getting Started Pokemon_Trainers__fake_by_Jen_Jen_Rose

One person must fill the special role of Game Master, or GM, who controls every non-Player Trainer or
Pokemon. They must build adventures, narrate, control non-Player Trainers, non-Player Pokemon and
referee and make judgement for any rules that are not perfectly clear. This will be the Admin, Mods, NPCers and other that have been approved by the Mods and Admin.

The Game’s World
The game is played in a world where many fantastic animals are able to be energized and stored
nicely in a machine called a Poké Ball. These animals are called “pocket monsters,” or Pokemon for short, and they are carried as tools, friends and partners by Pokemon Trainers. Trainers have various skills and abilities each defined by a Trainer’s goal. There are Ace Trainers, who focus all of their energy into making their Pokemon the best fighters they can. Breeders, who raise Pokemon as if they are their own children and groom them up to be powerful. The Researcher gathers information and serves as a party’s go-to guy when they confront a creature they’ve never met. Rangers are nature guards who dedicate their life to the protection of a wild creature’s habitat while employing wilds in their feats. A Capture Specialist is a techie Trainer who can tweak equipment, including the Poké Ball to expand their collection. The Coordinator employs their Pokemon in Contests instead of battle as she shows off their beauty. Mystics use old magics to link themselves with Pokemon. Finally, the Psychic and Martial Artist get their hands dirty and fight the beasts with their own supernatural powers. A Trainer may explore the world and battle at Gyms to gather Badges which allow them entrance to the Pokemon League Championships. They may compete in Contests to enter Grand Festivals. Maybe they’ll uncover a secret plot to destroy the world and try to stop those who would use Pokemon for evil. They may be breeding the most powerful Pokemon as their goal. No matter the destination, Pokemon will be valuable allies and tools in your journeys.
There are several types of people in the Pokemon world. Naturally trainer types are also various.
There are rangers, ace trainers, capture specialists, researchers, coordinators, breeders, master of martial arts and even humans who naturally can use psychic or mystic abilities. When these trainers focus their practices, they can demonstrate unrivaled mastery of their chosen profession.

Creating Your Trainer
It is important to note that a Player’s Trainer start out at level 0, and are initially ‘Classless’. They
must earn their title in whatever Class they wish to aim for. When creating your level 0 trainer, distribute 64 stat points as you like, so long as each stat has at least 6 points and no stat has more than 14 points. Trainer Levels are gained when you achieve something that can prove your worth as a Trainer. They mark your experience in triumphs, not experience points like your Pokemon. Whenever one of the following events are completed, you gain a Trainer Level. Parentheses indicate how many levels you could potentially gain from that category of ways to gain a level in the Pokemon: Tabletop Adventures canon.
- When you gain a Badge from any Gym Leader. (0-40 Canon)
- When you gain a Ribbon you have not earned before in a Contest. (0-20 Canon)
- If you can defeat a region’s Elite Four and gain a Hall of Fame Ribbon, you gain four levels.
(0-20 Canon)
- If you can defeat a Frontier Brain, the Symbol they award you will gain you two levels.
(0-24 Canon)
- For every ten Pokemon you obtain, you will gain a level. If one of Pokemon evolves, both of their stages in their evolutionary line will be counted towards this count.
- For every twenty-five Pokemon you identify with your Pokedex, you will gain a level. This is not
a shared total with all of the Trainers in your party. You must actually use your Pokedex, to add to
this total. Pokemon are everywhere! Be sure to always Pokedex the new ones! (0-24 Canon)
- If you do something that your GM believes noteworthy, they may award you a level at that time.
(0-∞)
- Add all of these canon totals together and that would give 188 ways to level up, not including the GM’s awarded levels. Even though there are over 180 ways to level up, the Trainer level cap is 50.
But, most full campaigns, starting at level 0, still only get to the high twenties. Starting a campaign
at a higher level can easily change that.

Refer to the leveling chart to determine what is gained during a specific level up. Then refer to the
feats list to see what useable feats exist. Gain your Stat Points before taking your Feature when you level up, so you may use those Stats to meet prerequisites. When making your character, it might be a good idea to cater stats toward a particular class even if you cannot yet get a class feat. When a trainer gains a level they might meet the prerequisites to gain a Trainer Class. In place of gaining a Feature that level, they may instead take a Class Feature. When you choose to take a Class Feature, you do not gain any other type of chosen Feature, as all Class Features, including Advanced Features, come with two Features to go with your new class. Trainers all start with the title “Pokemon Trainer”. A Pokemon Trainer can take up to three Trainer Classes and/or Advanced Classes, and a fourth Trainer Class or Advanced Class at level 25.

Getting Started Pokemon_pokeball_pichu_by_kevintut-d3gallt

Trainer Level Chart
Trainer Level- Feats Gained /Stats Gained /Feats Gained /Stats Gained
0- 0 0 0 0
1- 1 1 1 1
2- 1 1 2 2
3- 1 1 3 3
4- 1 1 4 4
5- 1 1 5 5
6- 1 1 6 6
7- 1 1 7 7
8- 1 1 8 8
9- 1 1 9 9
10- 1 1 10 10
11- 1 1 11 11
12- 1 1 12 12
13- 1 1 13 13
14- 1 1 14 14
15- 1 1 15 15
16- 1 1 16 16
17- 1 0 17 16
18- 1 1 18 17
19- 1 0 19 17
20- 1 1 20 18
21- 1 0 21 18
22- 0 1 21 19
23- 1 0 22 19
24- 0 1 22 20
25-(+1 Class) 1 0 23 20
26- 0 1 23 21
27- 1 0 24 21
28- 0 1 24 22
29- 1 0 25 22
30- 0 1 25 23
31- 1 0 26 23
32- 0 1 26 24
33- 1 0 27 24
34- 0 1 27 25
35- 1 0 28 25
36- 0 1 28 26
37- 1 0 29 26
38- 0 1 29 27
39- 1 0 30 27
40- 0 1 30 28
41- 1 0 31 28
42- 0 1 31 29
43- 1 0 32 29
44- 0 1 32 30
45- 1 0 33 30
46- 0 1 33 31
47- 1 0 34 31
48- 0 1 34 32
49- 1 0 35 32
50- 0 1 35 33

Trainer Stats
When creating your Trainer, you’ll notice on the Trainer character sheet that a Trainer has
six stats. These stats are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
These are abbreviated throughout the Handbook into STR, CON, DEX, INT, WIS, and CHA.

Strength - STR
Strength measures your physical power. Trainers who possess great physical prowess can
actively involve themselves in battle while training alongside their Pokemon to inspire their
Pokemon’s power as well.

Trainers who excel in Strength become…
- Ace Trainers, inspiring their Pokemon’s power with their own.
- Martial Artists, using their muscles to punish those who would harm their friends.
- Mystics, combining their souls with Pokemon and overcoming their will with their own.

Constitution - CON
Constitution measures the body’s concentration, stamina and life force. Those with great
deals of stamina find themselves lasting much longer while exploring and are more likely to survive
a hostile encounter with wild Pokemon.

Trainers who excel in Constitution become…
- Ace Trainers, lasting long enough to command their Pokemon towards victory.
- Coordinators, using their body’s make up to influence a judge’s opinion.
- Psychics, sacrificing their life force to cause harm to those who would harm them.

Dexterity - DEX
Dexterity relates to a Trainer’s reflexes, balance, hand-eye coordination and speed. The most
nimble Trainers can avoid trouble, or bypass it, by using their skills in inventive ways.
Trainers who excel in Dexterity become…

- Capture Specialists, directing Poke Balls toward desired targets in perfect ways.
- Martial Artists, using their body’s perfect training to combat foes acrobatically.
- Rangers, directing their Stylers in order to best restrain wild foes.

Intelligence - INT
Intelligence is a measure of mind and reason. Those Trainers without Intelligence may find it
hard to learn new things or retain valuable information. However, with enough smarts, one could
memorize the Pokedex.

Trainers who excel in Intelligence become…
- Capture Specialists, using their knowledge of technology to modify their inventions.
- Psychics, using their mind to impact the world in a literal manner.
- Researchers, memorizing thousands of bits of information to lead a team.
Wisdom -WIS
Wisdom is used to keep one’s mind aware to the world around them. It is one’s common sense,
intuition, perception and ability to empathize with humans and Pokemon alike. Minor details and the
intention of others are clear to one with great Wisdom.

Trainers who excel in Wisdom become…
- Breeders, raising their Pokemon as children in order to empower their family.
- Mystics, synchronizing their souls with nature itself to perceive in ways unmatched.
- Researchers, using their intuitive sense to master all forms of information.

Charisma - CHA
Charisma is likened to one’s charm, persuasiveness, and general force of personality. With
enough Charisma, one could influence others into letting them do whatever they please.

Trainers who excel in Charisma become…
- Breeders, becoming a parent with a great deal of authority and trust among team mates.
- Coordinators, using their charms to cheat their way through any conversation.
- Rangers, who are respected law enforcers who serve their fellow man.

Just because you create a trainer who happens to excel in Strength or Intelliegence doesn’t mean
you’ll need to force them into any particular class. This list is simply a list of suggestions. You’ll find that
in making a trainer who is good at Dexterity and Strength, they will naturally be adept in the study of
martial arts. It might be a good idea to figure out what kind of Class, or even Advanced Class, you’d like
to go in to when building your trainer. Their starting stats will affect how early you can pick up your
desired class.

Using Trainer Stats
After creating your very own Trainer, with the 64 points you can distribute across the Trainer’s
stats, you’ll be able to calculate modifiers.

To find a Stat’s Modifier, add 1 point for the Modifier for every 2 points the stat is above 10 or
subtract 1 point for the Modifier for every point the stat is below 10. For example, if a stat is 10, it does not have a Modifier; if a stat is 9, its modifier is -1; if a stat is 12, its modifier is +1.

Strength
The STR modifier is added to any improvised attack. Also, whenever performing an athletic act
or one that requires great strength, your GM may ask you to make a STR check. Add or subtract your
STR modifier from this check.

Constitution
The CON modifier might be used when you are performing a feat of endurance, like skipping a
night of sleep or starving yourself. The Constitution stat also serves another special purpose.
- A Trainer’s HP is calculated by multiplying their Constitution stat by 4.
- Each time a Trainer levels up, they also gain 4 HP.
- A Trainer’s HP is calculated with this forumla:
[(CON Stat X 4) + (Trainer Level X 4)]

Dexterity
DEX modifier is added to your Evasion bonus, unless it’s a negative number. Whenever you are
targeted by a hostile attack, the attacker must roll your Evasion bonus higher than their usual Accuracy
Check to hit. Also, whenever performing an act that requires aim, balance, flexibility or speed, your GM
may ask you to make a DEX check. Add or subtract your DEX modifier from this check.

Intelligence
Whenever performing an act that requires academic knowledge, experience, or general intellect
your GM may ask you to make a INT check. Add or subtract your INT modifier from this check.
Wisdom
WIS modifier is your Perception Bonus. Whenever your GM asks you to make a perception
check, you must roll and apply your WIS modifier to that check. The better you roll, the more aware you
are of a particular situation surrounding you.

Charisma
Whenever performing an act that requires bluffing, diplomacy, or how you present yourself in
general your GM may ask you to make a CHA check. Add or subtract your CHA modifier from this
check.

In Pokemon: Tabletop Adventures, Trainers take a proactive role during the game to help their Pokemon to victory. Whether it’s literally with their Pokemon, like the combat classes; by boosting the power of their Pokemon, like the support classes; or by boosting the efforts of your whole party, like the leader classes; Trainers have a dominant role in Pokemon: Tabletop Adventures.

Each of the 9 Base Classes have multiple Advanced Classes that specialize in something
specific. These Advanced Classes can be focused on, or picked up through Cross-Classing. Base
Classes immediately make your trainer proficient in a specific type of endeavor and with enough focus
into a Base Class, through the use of Advanced Classes, you can find yourself to be a Trainer who
dominates the Pokemon scene.

Class Features and Advanced Features, unlike most features, come with a stat Bonus that is
immediatley added to your Stats. In addition to these stat Bonuses, each Class Feature and Advanced
Feature comes with two Features, it’s like three Features at once! This is why you can’t take more than 3 total Class/Advanced Features.

Below are each of the 9 Base Classes and the Advanced Classes that are built from them.
Ace Trainer -
Chaser, Enduring Soul, Stat Ace, Strategist, Tag Battler, Type Ace, Underdog
Breeder -
Botanist, Chef, Evolver, Groomer, Hatcher, Medic, Move Tutor
Capture Specialist -
Artificer, Collector, Engineer, Juggler, Pokeball Designer, Snagger, Trapper
Coordinator -
Beauty Modeler, Choreographer, Cool Trainer, Cute Idol, Fashion Designer, Smart Teacher, Tough Guy
Martial Artist -
Athlete, Aura User, Black Belt, Dirty Fighter, Massage Therapist, Ninja, Weapons Master
Mystic -
Bodysnatcher, Buffet, Godspeaker, Guardian, Rune Master, Shaman, Touched
Psychic -
Air Adept, Clairsentient, Earth Shaker, Empath, Fire Breather, Hex Maniac, Influential, Rain Waker
Ranger -
Coach, Commander, Detective, Rider, Signer, Special Operations, Survivalist
Researcher -
Cryptozoologist, Dream Doctor, Petrologist, Photographer, Professor, Scientist, Watcher

Trainer Features
When playing a campaign with a Party, it might be a good idea to make sure there isn’t too much
overlapping of Class Features. It might be a better idea if players choose different classes to maximize
the amounts of things your party can do well. For example, if each player decided to be Martial Artists,
sure your party would be great in combat during wild encounters, but they might be lacking when it
comes to League matches. Talk with your party members before a campaign to see if a compromise can
be made concerning who will play what. It won’t always be needed and depending on the campaign in
question, it might even be better to have that Party full of Martial Artists. Consider what Features you
take in the same way. If a Feature does something similar to what another party member can do, maybe it might be better to find something else to take for more variety?

Leader Roles -
The Coordinator, Ranger and Researcher Base Classes serve as good “leader roles” in a party.
This doesn’t means that you will lead your party best of the other players you play with, but it will mean
that your role will be of the most supportive to the group as a whole. Coordinators can cast benefits for
Pokemon and their Advanced Classes excel in a particular type of boosting. Some of the Coordinator’s
Advanced Classes can even design special clothing that can benefit anyone who wears it. Rangers serve as great leaders because of their public ‘face.’ Rangers are enforcers of the law and aid people with their unique Stylers. Advanced Ranger Classes focus on boosting an aspect of that lawful enforcement and usually enable even more Charismatic influence. Researchers are great leaders as well because of their knowledge base. Through them, your team will be very well informed. Advanced Researchers gather more information for your team to use against any foe or gain the ability to use oddities that they make themselves or discover around them.

Support Roles -
Unlike Leaders, who support players and Pokemon alike, a “support role” focuses the most on
your own Pokemon. As an Ace Trainer, a Breeder, or a Capture Specialist you will see your group of
Pokemon rising above the rest of the party’s Pokemon. The Pokemon raised by Ace Trainers grow much
faster than any other Trainer’s. Their Advanced Classes boast huge boosts in their Pokemon’s power
and find inventive new ways to infuse their Pokemon with more, more and more power. Breeders hatch
and raise Pokemon to improve the quality of their Pokemon. While they might not hit as hard as an
Ace Trainer’s Pokemon, a Breeder’s Pokemon boasts more versatility and with their Advanced Classes a
uniqueness unparalleled by any other class. The Capture Specialist improve their Pokemon in a special
way too; they expand their collection as a whole very easily. In addition to being able to remove wild
targets from a battle, simply by catching them, their vast collection of Pokemon will enable them to be
useful in any situation. Their Advanced Classes go farther into the technical aspects of the Pokemon
world and use intellect to solve different problems for themselves.

Combat Roles -
“Combat Role” Trainers have a lot of fun in battle. Viewing their Pokemon as equals, or maybe
viewing themselves as the equals of Pokemon, throw themselves into battle. The Classes fall into three
modes of power: The Martial Artist uses physical strength, the Psychic uses the power of mind over
matter, and the Mystic uses... Well, ‘magic’ to tie themselves to Pokemon and fight. Martial Artists wield
physical power of their body to defend allies and crush foes. At higher levels, the Martial Artist will be
able to take on the strongest Pokemon in close-quarters-combat. Psychics use their mind to alter the
world around them. Advanced Class Psychics can exhaust their body to create flashy elemental attacks
or influence others with their Psychic powers. The Mystic uses ancient methods to become one with
their Pokemon. By sharing their mind with their Pokemon, and vice versa, they can borrow abilities to
use in battle. The most advanced Mystics can greatly influence their bond with Pokemon or even
combine their spirit with Pokemon.

Rio
Admin

Posts : 12
Join date : 2012-05-17

https://pktop.forumotion.com

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