Campaign:Pokemon Bismuth
Basic Info[edit]
Ralewyn made a game about showing you them pokeymans in BESM.
- Name: Pokemon: Bismuth Adventures
- Time: (TENTATIVELY) 11 PM EST on Fridays
- Channel: #Bismuth
Character Generation[edit]
Characters will have 200 points to spend on their trainers, and may only spend 20 points at chargen on each companion pokemon. Characters may only have three active pokemon with them at any given time, all others must stay in a storage or similar situation such as a day-care center or back at camp. Characters MUST begin play with a pokemon, no matter how weak, and may begin with 1-3 pokemon. Skill costs are according to the "Animal Adventures" chart on page 89 of the rulebook.
Houserules[edit]
Sadly, the only monster battlan supplement for BESM exists for 2nd Edition, and even then that one doesn't mention capturing at all, so a little bit of houseruling is necessary.
Modified Companion[edit]
Companion as-written is some of the dumbest and incomprehensible bullshit I've ever read, so we're rebuilding it from the ground up.
- Companion
- Creation Cost: 1 character point per 10 companion points
- Advancement Cost: 3 per 10 points
This attribute essentially gives the player a sub-Player character to play in addition to the one that takes this attribute. Every point spent on this attribute adds 10 points to the companion's creation point pool. After the companion is created, it may grow with the main PC if the PC spends 3 points to raise its companion level, giving the companion an additional 10 points to spend.
Characters may begin play with up to 3 pokemon, and must have at least 1. Characters may own any number of pokemon, but can only have three active at a time, and all others must be otherwise left in storage, back at camp, etc. All characters must begin with first evolution-tier pokemon or pokemon that do not evolve, pokemon will evolve when the situation arises in gameplay, and will receive specific boosts to their abilities from then on. Pokemon can not be created out of character generation, and all others must be either obtained via catching or plot.
Types[edit]
The game will be using elements as the pokemon games do. All pokemon are expected to have 1-2 types, and all weapons must also have an existing type. Weaknesses and resistances will work similar to how they do in the game: When a pokemon hits another with a type of weapon the target is weak against, the attacker adds 2 to the damage multiplier when calculating damage.
- For example, a charmander uses a fire weapon on a bulbasaur (grass type). Since the charmander is weak to fire, the charmander adds 2 to its damage multiplier. Assuming the weapon level is 5 and the kadabra's base damage multiplier is 5, the attack deals 35 damage to the hitmonlee. If the fire uses this weapon on a snorlax, however, or something else that fire attacks have no special effect on, it would deal the normal base 25 damage.
- This rule works in reverse as well, if said charmander uses the same fire weapon on a squirtle, it instead subtracts 2 from its damage multiplier, dealing only 15 damage to the squirtle.
- The effects of type weakness and resistance stack together, so a grass type weapon would give a +4 bonus to the damage multiplier against a water/ground type.
Certain types of pokemon are in the game immune to certain attacks, such as ghost pokemon being immune to normal attacks. However, this has been overcome int he show and manga before, and so actual immunity to attacks will be left up to DM discretion depending on the situation.
Catching[edit]
First, the trainer must make a throwing attack with a pokeball to actually hit the pokemon. Pokeballs that miss can be recovered unless circumstances prevent them. Size penalties (or bonuses) apply to the pokemon's dodge roll, along with penalties from being immobilized from status effects (such as sleep or paralyze) upon being hit with the pokeball, a pokemon is warped inside and must immediately make a roll against the pokeball's difficulty rating to break out, using its derived combat value. Status effects apply a number of penalties to this roll, along with its current HP. The pokemon takes a -1 penalty to the roll if under 50% HP, and an additional -2 if under 25% HP.
Different pokeballs have different difficulties to break. If a pokemon succeeds its roll, it breaks out of the pokeball, shattering it and rendering it inoperable in the process. The closer the margin of success, the longer it took to break out. caught pokemon remain under DM control as NPCs until a plot point happens or until the pokemon learns to trust the trainer, it will still be (relatively) cooperative, but nowhere near as much as the trainer's original team.
Players[edit]
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