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[Approved] PMD D&D

25,553
Posts
12
Years
  • No fancy CSS yet and subject to change somewhat, but starting to draft things up. Thoughts Lycan?

    Spoiler:


    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.
     
    Last edited:

    Lycanthropy

    [cd=font-family:Special Elite;font-size:16px;color
    11,037
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    10
    Years
  • As I said before, this is an amazing start!

    The introduction is great! I think we can keep that pretty much as is.

    Under "The System" we might want to explain what a TTRPG even encompasses, not everyone might now that. What do you think of this?
    PMD D&D is a Tabletop Roleplaying Game. Let's break that down, shall we?
    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 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.

    As to not scare people off, I also think it might be a good idea to stress that people don't need to know all the rules by heart or even understand everything before the game starts. It will all become clear as we go, after all!

    Another thing that I'm missing in the game rules is how turns work. X movement, one action (attack, use an item, dash, something else that's complicated that you want to try).

    Also, we probably need a checklist for stuff people need:
    What do you need?
    • 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.

    Lastly, I noticed a couple of small typos.
    Not all the locals even want your help.
    If you have two points in Attack, you add two to your attack rolls with a d20.
    This works exactly the same as Defense, but is what attack rolls for Special moves will need to overcome.
    and ngl, it kinda bugs me you're writing "Pokémon" without the é everytime. :')
     

    Lycanthropy

    [cd=font-family:Special Elite;font-size:16px;color
    11,037
    Posts
    10
    Years
  • 25,553
    Posts
    12
    Years
  • Nearly done with the CSS. Just need to work out how to do tabs for the You section.

    Timeless Crisis
    Pokémon Mystery Dungeon D&D



    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 Pokémon from millennia of slumber. Now the Fossils are taking over the caves, driving out the wild-living Pokémon 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.

    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 Pokémon: 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 Pokémon 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 Defence. If you have two points in Attack, you add two to your attack rolls with a d20.

    Defence: Enemies will need to score higher than your base Defence with their attack rolls to hit you. Your base Defence is equal to the number of points you put into Defence + 10. So if you invest five points in Defence, 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 Defence: This works exactly the same as Defence, 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 Pokémon 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 Pokémon.
    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 Pokémon 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 Pokémon 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. Click on each Pokémon below to see a list of its moves and a short description of what they do.

    THAT WILL BE HERE

    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... Pokémon.

    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

    We'll run two separate sessions for this event to cover different timezones. One will be hosted by gimmepie, the other Lycanthropy. The first week's sessions will be what is called a "Session 0." These will be short, roughly 15-20 minutes long. We'll go over the mechanics of the game again with you quickly as needed and help you build your characters in these sessions. In the second week of GT, we'll play the actual games. These will last roughly three hours.

    Week 1

    Session 0 (GP): Friday (July 9), 3:00pm CEST/9:00am WST/ 9:00pm AWST
    Session 0 (Lycan): Saturday (July 10), 6:30pm CEST/12:30am WST. Sunday (July 11), 12:30pm AWST

    Week 2

    Game Session (GP): Friday (July 16), 3:00pm CEST/9:00am WST/ 9:00pm AWST
    Game Session (Lycan): Saturday (July 17), 6:30pm CEST/12:30am WST. Sunday (July 18), 12:30pm AWST

    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.

     
    Last edited:

    Lycanthropy

    [cd=font-family:Special Elite;font-size:16px;color
    11,037
    Posts
    10
    Years
  • CSS updated!

    Timeless Crisis
    Pokémon Mystery Dungeon D&D



    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 Pokémon from millennia of slumber. Now the Fossils are taking over the caves, driving out the wild-living Pokémon 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.

    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 Pokémon: 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 Pokémon 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 Defence. If you have two points in Attack, you add two to your attack rolls with a d20.

    Defence: Enemies will need to score higher than your base Defence with their attack rolls to hit you. Your base Defence is equal to the number of points you put into Defence + 10. So if you invest five points in Defence, 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 Defence: This works exactly the same as Defence, 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 Pokémon 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 Pokémon.
    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 Pokémon 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 Pokémon 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. Click on each Pokémon below to see a list of its moves and a short description of what they do.

    Just as a heads up: Much like the games, the more powerful a move is, the less its PP will be. If you want to know what a moves PP is specifically in advance, just ask.
    [a id]rowlet[/a id]



    Rowlet

    Growl - Growl menacingly at your foes. Reduce the Attack of nearby creatures.
    Leafage - A weak Grass attack. Hurl sharp leaves at a target.
    Peck - A low-power Flying move. Lash out at an enemy with a vicious peck.
    Shadow Sneak - A speedy Ghost move. Move through the shadows to get the jump on an unexpecting foe.
    Razor Leaf - Batter an enemy with shuriken-like leaves. This Grass move has a high crit rate.
    Synthesis - Heal yourself with the power of the sun.
    Brave Bird - A highly powerful Flying type move. Do great damage at risk to your own HP.
    Leaf Blade - Strike out with a bladed leaf. This strong Grass move has a high crit rate.
    Feather Dance - Soften your enemy's blows with a cloud of soft feathers.
    Steel Wing - Strike with wings of steel. May raise your Defense.



    [a id]cyndaquil[/a id]



    Cyndaquil

    Tackle - What it says on the tin.
    Smokescreen - Spit out an accuracy diminishing cloud of smoke.
    Defense Curl - Raise your defences by curling into a ball.
    Ember - A weak Fire attack. Spit a cloud of searing embers at your target.
    Flame Charge - Cloak yourself in flames and ram your target. May increase your Speed.
    Quick Attack - Lash out at a greater distance than a standard Tackle with your great speed.
    Swift - A weak Normal attack that never misses.
    Flamethrower - A strong Fire attack. Spew out a torrent of flames in a line.
    Eruption - A dangerous Fire move that deals high damage to all those nearby.
    Will-O-Wisp - A scorching fireball that burns your victims.



    [a id]oshawott[/a id]



    Oshawott

    Tackle - What it says on the tin.
    Water Gun - A weak Water attack. Shoot a torrent of pressurised water.
    Tail Whip - Use a lash of your tail to break through your enemy's guard.
    Focus Energy - Guarantee a crit on your next attack roll.
    Razor Shell - Slash with a sharpened shell. Might lower a foe's Defense.
    Fury Cutter - Strike repeatedly to make this weak Bug move progressively more powerful.
    Revenge - Make your enemy's regret attacking you. Deals extra damage to a foe that has already hit you.
    Aqua Jet - Attack at high speeds with this torpedoing Water attack.
    Detect - Protect yourself from damage by anticipating your enemy's movements.
    Hydro Pump - A potent Water attack that blasts out in a line ahead of you.



    [a id]sandshrew[/a id]



    Sandshrew

    Scratch - A weak Normal attack. Scratch at your target with your claws.
    Defense Curl - Raise your defenses by curling into a ball.
    Poison Sting - A weak Poison move that injects a nasty venom.
    Rollout - Become a living wrecking ball. Does greater damage on consecutive uses.
    Rapid Spin - Rotate at a high velocity to remove traps and increase your Speed.
    Fury Cutter - Strike repeatedly to make this weak Bug move progressively more powerful.
    Sand Tomb - A weak Ground attack that traps Pokemon in a whirl of sand.
    Swords Dance - Greatly heighten your own physical offences.
    Earthquake - A high-powered Ground move that affects all those around you.
    Slash - Unleash a vicious slash at a target with a high crit range.



    [a id]vanillite[/a id]



    Vanillite

    Astonish - Make a surprise attack that could cause your foes to flinch.
    Harden - Harden your body to increase your Defense.
    Taunt - Provoke enemies into only using damaging moves.
    Mist - Create a cloud of protective Mist that prevents status conditions.
    Icicle Spear - Attack with a barrage of weake Ice attacks.
    Ice Beam - A powerful Ice attack that shoots a chilling beam in a line.
    Blizzard - A powerful move that creates a freezing blizzard in an area within range.
    Flash Cannon - A strong Steel move that weaponises light.
    Light Screen - Greatly increase the SpD of yourself and those that surround you.
    Water Pulse - Attack with a disorienting shot of Water that might confuse those it hits.



    [a id]riolu[/a id]



    Riolu

    Quick Attack - Lash out at a greater distance than a standard Tackle with your great speed.
    Swords Dance - Greatly heighten your own physical offences.
    Rock Smash - A weak Fighting type move that may drop a target's Defense.
    Force Palm - Attack with a palm thrust that may cause Paralysis.
    Metal Claw - Slash with claws of Steel. It may increase your Attack.
    Coaching - Use your combat expertise to give an Atk and Def boost to an ally.
    Helping Hand - Guarantee your ally's next attack roll is a crit.
    Drain Punch - A punch that saps your target's life force and turns it into HP for yourself.
    Swift - A weak Normal attack that never misses.
    Bulk Up - Beef up your Atk and Def. Get swol.



    [a id]axew[/a id]



    Axew

    Scratch - A weak Normal attack. Scratch at your target with your claws.
    Bite - Clamp down with your jaws. Your target might flinch.
    Leer - Use your menacing gaze to drop your foe's Defense.
    Taunt - Provoke enemies into only using damaging moves.
    Dragon Dance - Use mystical draconic power to make yourself stronger and faster.
    Dragon Pulse - A powerful blast of energy.
    Dragon Claw - Rend your enemies with draconic claws.
    Giga Impact - A devastatingly powerful move that requires you to spend your next turn recuperating.
    Focus Energy - Guarantee a crit on your next attack roll.
    Swift - A weak Normal attack that never misses.



    [a id]skorupi[/a id]



    Skorupi

    Poison Sting - A weak Poison move that injects a nasty venom.
    Fell Stinger - Hugely increase your Atk if you make an enemy faint with this Bug move.
    Poison Fang - Inject toxic venom with a poisonous bite.
    Bite - Clamp down with your jaws. Your target might flinch.
    Pin Missile - Attack with a volley of weak stinging attacks.
    Toxic - Spit a dangerous toxin at your foes.
    Night Slash - A Dark move that's like Slash but Edgy.
    X-Scissor - A powerful Bug move with no major drawbacks.
    Acupressure - Make use of your pressure points to increase a stat at random.
    Scary Face - A menacing glare that causes a target to cower before you. Reduces a foe's Speed.



    [a id]ralts[/a id]



    Ralts

    Growl - Growl menacingly at your foes. Reduce the Attack of nearby creatures.
    Disarming Voice - A weak Fairy move that hits multiple enemies.
    Confusion - Attack with a weak psychic blast. Might confuse a target.
    Hypnosis - Use Psychic power to put a target to Sleep.
    Draining Kiss - Seal your foe's fate with a kiss. Heal yourself for half the damage you deal.
    Teleport - Teleport yourself to a nearby unoccupied square.
    Psybeam - A moderately powerful beam of Psychic energy that might confuse those caught in its area.
    Life Dew - Splash an area with magically healing water.
    Calm Mind - Mentally centre yourself to increase SpA and SpD.
    Heal Pulse - Heal a target with soothing energy.
    Psychic - Lash out with a powerful telekinetic force that may lower SpD.



    [a id]helioptile[/a id]



    Helioptile

    Tail Whip - Use a lash of your tail to break through your enemy's guard.
    Pound - Strike your enemy with a weak Normal attack.
    Thunder Shock - A weak electric shock that might Paralyze your target.
    Charge - Charge up your electric power to deal an extra die of damage with your next Electric move and increase your SpD.
    Parabolic Charge - Heal half the damage you deal back with this Electric move.
    Thunder - Unleash a powerful lightning strike from the heavens to strike all those caught in its AoE.
    Light Screen -
    Surf - A strong Water move that summons a tidal wave.
    Scale Shot - Blast your target with a volley of hard scales.
    Thunder Wave - A jolt of electricity that may leave your enemy Paralyzed.



    [a id]duskull[/a id]



    Duskull

    Astonish - Make a surprise attack that could cause your foes to flinch.
    Disable - Prevent your foe from using its last-used move against you again.
    Shadow Sneak - A speedy Ghost move. Move through the shadows to get the jump on an unexpecting foe.
    Confuse Ray - A malicious ghostly ray that causes confusion.
    Payback - Get back at those that wronged you. Deals extra damage to a target that already hurt you.
    Will-O-Wisp - A scorching fireball that burns your victims.
    Mean Look - Prevent enemies from fleeing with a mean stare.
    Hex - Attack with a curse punishing those afflicted with status conditions. Deals extra damage to a creature that is Burned, Paralyzed, Frozen, Poisoned or Asleep.
    Curse - Sacrifice your own HP to lay a life-sapping curse on an enemy.
    Shadow Ball - A strong shot of ghostly energy that might lower a target's SpD.



    [a id]rockruff[/a id]



    Rockruff

    Tackle - What it says on the tin.
    Leer - Use your menacing gaze to drop your foe's Defense.
    Howl - Boost your Atk and that of others nearby with a motivating howl.
    Rock Tomb - Encase your target in a pile of rocks dropped from above. Reduces enemy Speed.
    Scary Face - A menacing glare that causes a target to cower before you. Reduces a foe's Speed.
    Crunch - A powerful biting Dark attack that might lower a target's Def.
    Stone Edge - A powerful Rock move with a high chance of getting a crit.
    Snarl - A sound-based Dark move that strikes with an AoE.
    Taunt - Provoke enemies into only using damaging moves.
    Play Rough - A powerful Fairy attack that isn't nearly as cute as it sounds



    [a id]pawniard[/a id]



    Pawniard

    Scratch - A weak Normal attack. Scratch at your target with your claws.
    Metal Claw - Slash with claws of Steel. It may increase your Attack.
    Torment - Prevent a target from using the same move twice in a row.
    Scary Face - A menacing glare that causes a target to cower before you. Reduces a foe's Speed.
    Assurance - A Dark attack that deals extra damage to a foe that has already taken a hit this round.
    Metal Sound - Bellow out an ear-splitting noise that reduces SpD.
    Night Slash - A Dark move that's like Slash but Edgy.
    Iron Defense - Increase your Defense by becoming as hard as steel.
    Laser Focus - Focus in on your target. Your next attack roll will automatically succeed.
    Iron Head - A powerful Steel attack that may cause foes to flinch.


























    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... Pokémon.

    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

    We'll run two separate sessions for this event to cover different timezones. One will be hosted by gimmepie, the other Lycanthropy. The first week's sessions will be what is called a "Session 0." These will be short, roughly 15-20 minutes long. We'll go over the mechanics of the game again with you quickly as needed and help you build your characters in these sessions. In the second week of GT, we'll play the actual games. These will last roughly three hours.

    Week 1

    Session 0 (GP): Friday (July 9), 3:00pm CEST/9:00am WST/ 9:00pm AWST
    Session 0 (Lycan): Saturday (July 10), 6:30pm CEST/12:30am WST. Sunday (July 11), 12:30pm AWST

    Week 2

    Game Session (GP): Friday (July 16), 3:00pm CEST/9:00am WST/ 9:00pm AWST
    Game Session (Lycan): Saturday (July 17), 6:30pm CEST/12:30am WST. Sunday (July 18), 12:30pm AWST

    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.
    - State your interest in this thread (including the session you plan to join). Don't forget to ask for our opt-in ping on the Discord either!

     
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