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No fancy CSS yet and subject to change somewhat, but starting to draft things up. Thoughts Lycan?
As far as the OP stuff goes, I think we just need to finish working out what all those moves actually do so we can put that info in here somewhere and decide starting equipment. Then one of us can just whip up some CSS for it. The main challenge for us as far as work load will be making the dungeon and designing puzzles/traps/encounters. We should figure out the session times too.
Let it be noted: Lycan and I spent like 4.5 hours in a call last night/this morning building this system off of an old idea of Lycan's because we got so into it lmao.
Spoiler:
The Timeless Cave is under attack! An archeology team from a nearby explorer's guild went down into the depths of the cavernous system to explore some recently discovered ruins. While doing so though, they accidentally woke up and freed a legion of angry Fossil Pokemon from millennia of slumber. Now the Fossils are taking over the caves, driving out the wild-living Pokemon who live there and causing chaos.
In response to a help request from one of the local Clefairy from the cave, Guildmaster Azumarill is now sending in a crack team of rescuers to liberate Timeless Cave from the Fossils and solve the problem... but this might prove more challenging than expected. Not all the locals even want your help.
We'll be playing a game together as a team where we tell the story of your exploration team. Normally, it could be played on a tabletop with drawn out maps and dice. Since that's hard with everyone being on all sides of the world, we'll use a website for maps and dice instead.
You, as the player, will play the role of a character: one of the adventurer's from Azumarill's Guild. You tell us what they are doing, which can be anything you want to do (within the limits of what seems feasible, of course). Sometimes, your course of action might be difficult and you'll need to roll a die to see whether you succeed or fail. The Gamemaster (GM), that would be either gimmepie or Lycanthropy, act as the narrator who decides how the world and all other Pokémon in it respond to your actions.
Inevitably, you'll end up in a situation where you'll need to defeat your enemies in battle. Much like in the Mystery Dungeon games, combat takes place on a 2D map where everybody takes turns to move around and use their attacks.
It is also the role of the GM to guide you. So don't worry if any of the following seems like a lot to remember, we're always there to fill in any blanks or answer any questions!
HP: This is a bit weird, but even as the most complicated of your stats to work out is very simple. Every player starts with a base 30HP and gains an additional five HP for every point they invest in it. So if you have three points in HP, your total HP is 45. Just like in any other Pokemon game, your HP determines how much damage you can take before you faint.
Attack: This determines the number that you add to a d20 roll when making an attack with a physical move like Scratch or Razor Leaf. To hit a target, your attack roll will need to be higher than your target's base Defense. If you have two points in Attack, you add two to your attack rolls with a d20.
Defense: Enemies will need to score higher than your base Defense with their attack rolls to hit you. Your base Defense is equal to the number of points you put into Defense + 10. So if you invest five points in Defense, your enemies will need to roll a 15 or higher on physical attack rolls to damage you.
Special Attack: This works exactly the same as Attack, but for Special Moves like Thunderbolt or Water Gun instead.
Special Defense: This works exactly the same as Defense, but is what attack rolls for Special moves will need to overcome.
Speed: Your Speed determines how many squares you can move during your turn as well as helps decide where you are in the turn order. Every Pokemon can move a base number of six squares on their turn, but for every point you have in Speed, you get an additional square of movement. Additionally, when we roll initiative at the start of combat to determine the order you have your turns in, you add your Speed points to your d20 roll.
Physical: This determines how good you are at feats of strength and dexterity outside of combat. If you want to try and lift something heavy or jump over a hole in the floor, you will roll a d20 and add your Physical points to the roll. Your score will determine if you succeed or fail at that task. You may also need to use this stat to attempt to escape or withstand various hazards or traps you encounter.
Mental: This determines how intelligent, wise, knowledgeable and perceptive your character is. You might use it to attempt to figure out how a mechanism for something works, identify signs of danger or understand strange markings on a wall. That sort of thing. Mechanically, it works the same as your Physical rolls, just for a different type of situation.
Social: This, fittingly, determines your social skills - how persuasive you are, how good you are at lying or detecting lies etc. It also works the same as Physical mechanically, but, again, is used in very different situations.
Note: You might have noticed there are no stats for determining if status moves succeed or fail. That is because status effects are usually decided by percentage instead. You can do little to guard against them, but status effects/moves have to roll in a certain percentage range to take hold or else fail entirely.
Standard: Standard moves hit one specific target in any direction, so long as that target is within range.
Shot: Hits a specific target in any direction. Can't hit a target hidden behind an object or another Pokemon.
Side: Side moves have a 3x1 area of effect (AoE) centered on a square directly to your north, south, east or west. They hit all Pokemon in that range.
Burst 1: Burst moves have a 3x3 AoE centered around a square within the move's range.
Burst 2: Burst 2 moves have a 5x5 AoE centered around a square within the move's range.
Line: These moves extend out in a straight line emanating from you as long as the move's range and hit everything in that line.
Your action is literally that, taking some sort of an action. You can use this part of your turn to use one of your moves, make use of an item or to interact with the world in some way. Alternatively, you can use your action to dash and instead take your movement again.
Rowlet
Growl
Leafage
Peck
Shadow Sneak
Razor Leaf
Synthesis
Brave Bird
Leaf Blade
Feather Dance
Steel Wing
Cyndaquil
Tackle
Smokescreen
Defence Curl
Ember
Flame Charge
Quick Attack
Swift
Flamethrower
Eruption
Quick Attack
Oshawott
Tackle
Water Gun
Tail Whip
Focus Energy
Razor Shell
Fury Cutter
Revenge
Aqua Jet
Encore
Hydro Pump
Sandshrew
Scratch
Defense Curl
Poison Sting
Rollout
Rapid Spin
Fury Cutter
Sand Tomb
Swords Dance
Earthquake
Slash
Vanillite
Astonish
Harden
Taunt
Mist
Icicle Spear
Ice Beam
Blizzard
Flash Cannon
Light Screen
Water Pulse
Riolu
Quick Attack
Swords Dance
Rock Smash
Force Palm
Metal Claw
Coaching
Helping Hand
Drain Punch
Swift
Bulk Up
Axew
Scratch
Bite
Leer
Taunt
Dragon Dance
Dragon Pulse
Dragon Claw
Giga Impact
Focus Energy
Swift
Skorupi
Poison Sting
Fell Stinger
Poison Fang
Bite
Pin Missile
Toxic
Night Slash
X-Scissor
Acupressure
Scary Face
Ralts
Growl
Disarming Voice
Confusion
Hypnosis
Draining Kiss
Teleport
Psybeam
Life Dew
Calm Mind
Heal Pulse
Psychic
Helioptile
Tail Whip
Pound
Thunder Shock
Charge
Parabolic Charge
Thunder
Light Screen
Surf
Scale Shot
Thunder Wave
Duskull
Astonish
Disable
Shadow Sneak
Confuse Ray
Payback
Will-O-Wisp
Mean Look
Hex
Curse
Shadow Ball
Rockruff
Tackle
Leer
Howl
Rock Tomb
Scary Face
Crunch
Stone Edge
Snarl
Taunt
Play Rough
Pawniard
Scratch
Metal Claw
Torment
Scary Face
Assurance
Metal Sound
Night Slash
Iron Defense
Laser Focus
Iron Head
Remember that this is a roleplaying game too! So consider also who your character is as well as what they can do! If you're a bit stuck here, choose one each of a personality trait, ideal, bond and flaw. That's always a good starting point for working out who your character is as a person uh... Pokemon.
- an account on roll20 (it's free!): where you can see your stats and moves and roll virtual dice
- Discord (also free!): for voice calling, see below;
- [optionally] a microphone: we'll be narrating the story and we'd be happy if you'd join in. But if you're not comfortable or able to speak, you can use the Roll20's text chat as well.
Lycanthropy as a GM
In response to a help request from one of the local Clefairy from the cave, Guildmaster Azumarill is now sending in a crack team of rescuers to liberate Timeless Cave from the Fossils and solve the problem... but this might prove more challenging than expected. Not all the locals even want your help.
The System
Calling this Mystery Dungeon D&D is a little disingenuous. Although this is very much a D&D inspired tabletop RPG, we've actually developed an entirely new (and much, much simpler) game system for this event. No prior tabletop (or PMD) experience will be needed to understand and play this easily and you'll be able to learn everything about how this game functions within 15 minutes or so. Here's a quick run down though!What is a Tabletop RPG?
A Tabletop RPG, TTRPG for short, is a game in which you describe your character's actions through speech and frequently talk amongst yourselves and with NPCs in-character.We'll be playing a game together as a team where we tell the story of your exploration team. Normally, it could be played on a tabletop with drawn out maps and dice. Since that's hard with everyone being on all sides of the world, we'll use a website for maps and dice instead.
You, as the player, will play the role of a character: one of the adventurer's from Azumarill's Guild. You tell us what they are doing, which can be anything you want to do (within the limits of what seems feasible, of course). Sometimes, your course of action might be difficult and you'll need to roll a die to see whether you succeed or fail. The Gamemaster (GM), that would be either gimmepie or Lycanthropy, act as the narrator who decides how the world and all other Pokémon in it respond to your actions.
Inevitably, you'll end up in a situation where you'll need to defeat your enemies in battle. Much like in the Mystery Dungeon games, combat takes place on a 2D map where everybody takes turns to move around and use their attacks.
It is also the role of the GM to guide you. So don't worry if any of the following seems like a lot to remember, we're always there to fill in any blanks or answer any questions!
Stats
This system give you nine stats. Firstly, the typical six combat stats from Pokemon: Hit Points, Attack, Defense, Special Attack, Special Defense and Speed. Additionally, there are three non-combat stats: Physical, Mental and Social. When building your character, you will be given twenty points to split between these nine stats. The number of points you have in a stat will be either added to the total you roll on a twenty-sided dice (d20) or to a base score (usually ten) for the purpose of calculating various mechanics. There's a cap of six points to a stat maximum.HP: This is a bit weird, but even as the most complicated of your stats to work out is very simple. Every player starts with a base 30HP and gains an additional five HP for every point they invest in it. So if you have three points in HP, your total HP is 45. Just like in any other Pokemon game, your HP determines how much damage you can take before you faint.
Attack: This determines the number that you add to a d20 roll when making an attack with a physical move like Scratch or Razor Leaf. To hit a target, your attack roll will need to be higher than your target's base Defense. If you have two points in Attack, you add two to your attack rolls with a d20.
Defense: Enemies will need to score higher than your base Defense with their attack rolls to hit you. Your base Defense is equal to the number of points you put into Defense + 10. So if you invest five points in Defense, your enemies will need to roll a 15 or higher on physical attack rolls to damage you.
Special Attack: This works exactly the same as Attack, but for Special Moves like Thunderbolt or Water Gun instead.
Special Defense: This works exactly the same as Defense, but is what attack rolls for Special moves will need to overcome.
Speed: Your Speed determines how many squares you can move during your turn as well as helps decide where you are in the turn order. Every Pokemon can move a base number of six squares on their turn, but for every point you have in Speed, you get an additional square of movement. Additionally, when we roll initiative at the start of combat to determine the order you have your turns in, you add your Speed points to your d20 roll.
Physical: This determines how good you are at feats of strength and dexterity outside of combat. If you want to try and lift something heavy or jump over a hole in the floor, you will roll a d20 and add your Physical points to the roll. Your score will determine if you succeed or fail at that task. You may also need to use this stat to attempt to escape or withstand various hazards or traps you encounter.
Mental: This determines how intelligent, wise, knowledgeable and perceptive your character is. You might use it to attempt to figure out how a mechanism for something works, identify signs of danger or understand strange markings on a wall. That sort of thing. Mechanically, it works the same as your Physical rolls, just for a different type of situation.
Social: This, fittingly, determines your social skills - how persuasive you are, how good you are at lying or detecting lies etc. It also works the same as Physical mechanically, but, again, is used in very different situations.
Note: You might have noticed there are no stats for determining if status moves succeed or fail. That is because status effects are usually decided by percentage instead. You can do little to guard against them, but status effects/moves have to roll in a certain percentage range to take hold or else fail entirely.
Attack Ranges, PP and Areas
Every attack will have a range measured in squares, much like the way your movement speed is measured. So long as a target is within the number of squares from you listed on your attack's range, you can hit it. Some moves will also have a range of self, making you the focal point or target. Much like in the games, different attacks will also have PP scores that will determine how many times a move can be used. PP is tricky to recover, so choose your moves wisely! Different attacks will also have different types of area they can hit, these are listed below.Standard: Standard moves hit one specific target in any direction, so long as that target is within range.
Shot: Hits a specific target in any direction. Can't hit a target hidden behind an object or another Pokemon.
Side: Side moves have a 3x1 area of effect (AoE) centered on a square directly to your north, south, east or west. They hit all Pokemon in that range.
Burst 1: Burst moves have a 3x3 AoE centered around a square within the move's range.
Burst 2: Burst 2 moves have a 5x5 AoE centered around a square within the move's range.
Line: These moves extend out in a straight line emanating from you as long as the move's range and hit everything in that line.
Actions and Movement
So, Speed determines the order you take your turns in. The question remains though, what can you actually do in a turn of combat? Well, your turn is made of two interchangeable components - movement and an action. Movement is simple enough, you have a set number of squares you can move on your turn, just like we discussed under Speed. You can take that movement before or after your action, or split it up and use some before and some after.Your action is literally that, taking some sort of an action. You can use this part of your turn to use one of your moves, make use of an item or to interact with the world in some way. Alternatively, you can use your action to dash and instead take your movement again.
You
Below is a list of 13 Pokemon you can choose as your species, each with ten possible moves. Of those ten moves, you can choose six to make your moveset. There's no rules here against doubling up on species in a team, but remember that this limits your options.Rowlet
Growl
Leafage
Peck
Shadow Sneak
Razor Leaf
Synthesis
Brave Bird
Leaf Blade
Feather Dance
Steel Wing
Cyndaquil
Tackle
Smokescreen
Defence Curl
Ember
Flame Charge
Quick Attack
Swift
Flamethrower
Eruption
Quick Attack
Oshawott
Tackle
Water Gun
Tail Whip
Focus Energy
Razor Shell
Fury Cutter
Revenge
Aqua Jet
Encore
Hydro Pump
Sandshrew
Scratch
Defense Curl
Poison Sting
Rollout
Rapid Spin
Fury Cutter
Sand Tomb
Swords Dance
Earthquake
Slash
Vanillite
Astonish
Harden
Taunt
Mist
Icicle Spear
Ice Beam
Blizzard
Flash Cannon
Light Screen
Water Pulse
Riolu
Quick Attack
Swords Dance
Rock Smash
Force Palm
Metal Claw
Coaching
Helping Hand
Drain Punch
Swift
Bulk Up
Axew
Scratch
Bite
Leer
Taunt
Dragon Dance
Dragon Pulse
Dragon Claw
Giga Impact
Focus Energy
Swift
Skorupi
Poison Sting
Fell Stinger
Poison Fang
Bite
Pin Missile
Toxic
Night Slash
X-Scissor
Acupressure
Scary Face
Ralts
Growl
Disarming Voice
Confusion
Hypnosis
Draining Kiss
Teleport
Psybeam
Life Dew
Calm Mind
Heal Pulse
Psychic
Helioptile
Tail Whip
Pound
Thunder Shock
Charge
Parabolic Charge
Thunder
Light Screen
Surf
Scale Shot
Thunder Wave
Duskull
Astonish
Disable
Shadow Sneak
Confuse Ray
Payback
Will-O-Wisp
Mean Look
Hex
Curse
Shadow Ball
Rockruff
Tackle
Leer
Howl
Rock Tomb
Scary Face
Crunch
Stone Edge
Snarl
Taunt
Play Rough
Pawniard
Scratch
Metal Claw
Torment
Scary Face
Assurance
Metal Sound
Night Slash
Iron Defense
Laser Focus
Iron Head
Remember that this is a roleplaying game too! So consider also who your character is as well as what they can do! If you're a bit stuck here, choose one each of a personality trait, ideal, bond and flaw. That's always a good starting point for working out who your character is as a person uh... Pokemon.
Points
Although there's a limited number of sessions, the length of time a session is and effort that goes into participating qualifies it as a more longform event. There's no winning or losing this event as such, so instead all participants will receive 50 points for their team.Session Times
Checklist
To participate in this event, you'll need a couple of things. Don't worry though, it's all very easy to deal with.- an account on roll20 (it's free!): where you can see your stats and moves and roll virtual dice
- Discord (also free!): for voice calling, see below;
- [optionally] a microphone: we'll be narrating the story and we'd be happy if you'd join in. But if you're not comfortable or able to speak, you can use the Roll20's text chat as well.
Players
gimmepie as a GMLycanthropy as a GM
As far as the OP stuff goes, I think we just need to finish working out what all those moves actually do so we can put that info in here somewhere and decide starting equipment. Then one of us can just whip up some CSS for it. The main challenge for us as far as work load will be making the dungeon and designing puzzles/traps/encounters. We should figure out the session times too.
Let it be noted: Lycan and I spent like 4.5 hours in a call last night/this morning building this system off of an old idea of Lycan's because we got so into it lmao.
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