Pokemon Setting

Discuss Freedom City, Paragons, Wild Cards, or your own campaign settings here.
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Clankers and Weavers

Postby whiteprofit » Tue Jul 24, 2012 5:45 pm

The Clankers
One of two prominant gangs in Fjord city. They primarily use steel type, mechanical, and artificial Pokemon like Klink, Magnemite, and Porygon. They prefer mechanics, engineering, technology, and development over nature and conservation. They are very much a part of Fjord City's function and social ladder, containing lowly grunts who work on the train and high officials in office buildings and at the head of construction companies.

This group is similar to something like the Masons or a secret organization that people dont talk about.

Members have a pendant in the shape of a gear that is sometimes held, attached to clothing, or worn as a jewel or badge. This medallion acts as proof and access key for certain events, locations, and identification.

The Weavers
The second of the two gangs in Fjord City, the Weavers stick to insect Pokemon like Galvantula, Spinerak, and Venonat. It is not uncommon to find Weaver members with other types though, particularly small, woodland or nesting creatures like Sentret, Pikachu, or Pidgeotto. They are a movement of people that push for environmental safety, clean energy, renewable resources, and preserved, natural space. This group has radicals who chain themselves to trees as well as campaign runners, political figures, and lawyers who sue large companies for hurting the environment.

This group is similar to the Hippy movement of the 60s and 70s in America and environmental groups today.

Members often have a tattoo of spider webs somewhere on their body, some more visible than others. Some members take this to extreme, tattooing obvious or large sections of their body. Others hide it with more subtlety in hair lines or under typically clothed areas.
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Re: Mr. E and Mr. E's Mansion

Postby whiteprofit » Fri Aug 10, 2012 9:57 am

Mr. E

Mr. E is a character that can take on any role you need in your campaign. He is a rich, older man, who can be as important or as unimportant as you want. He can be the funding behind the players, a helpful resource for a character, a victim of Team Rocket, an unknowing accomplice to Team Rocket, or even their leader*. His role in the campaign may change or adapt as you go. He's not as knowlegable as a Professor, but his social contacts can give players a link to the same knowledge.

Mr. E primarily uses expensive, hard to find Pokemon that trade to evolve or are extremely rare. His most commonly used two are Steelix and Gengar.

*I tend to favor the character as a good guy, but it's quite possible to use him as a surprise bad guy if it works with the story.

under the hood: Mister E is based on several characters in the games and show. He represents adventure and wealth, allowing the players to do things or experience things they may not have the means to otherwise. He can also be a Professor Oak style character if you don't want to use a "Professor" in your story but still need an NPC to introduce events or information to players.

Pokemon
Steelix
Power Level 6; Power Points 90/90
Image
Steel/Ground Type: Cost 20 points
(Vulnerability: Fighting, Fire, Ground, Water. Resist: Bug, Dark, Dragon, Flying, Ghost, Normal, Psychic, Rock, Steel. Immunity: Poison, Electric)

Gengar
Power Level 6; Power Points 90/90
Image
Ghost/Poison Type: Cost 8 points
(Vulnerability: Ground, Psychic, Dark, Ghost. Resist: Bug, Grass, Poison. Immunity: Fighting, Normal)


Mr. E's Mansion
Mister E's mansion is a house of relics and oddities. He is a wealthy man with exotic taste and his home is a place that can add +5 to research or history knowledge checks, aslo eliminating any penalties as a library would.

The Mansion is also a good place for players to meet NPCs or see rare Pokemon. If used regularly, it could be a place for players to find a needed relic or strange item that is a key to an event later.

Mr. E's Mansion, for purposes of this forum and Glaciuary, is located in Gold Creek. It sits prominently atop a tall hill that has a grand view of the Creek, the Mountains, and the forest landscape around it.
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Trainer C

Postby whiteprofit » Fri Aug 10, 2012 10:25 am

Trainer C
Image

Power Level: 3; Power Points Spent: 45/45

STR: -1 (8), DEX: +0 (10), CON: +0 (10), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

Tough: +0/+2, Fort: +2, Ref: +4, Will: +2

Skills: Acrobatics 4 (+4), Bluff 4 (+6), Diplomacy 4 (+6), Gather Information 2 (+4), Handle Animal 6 (+8), Knowledge (Pokemon) 8 (+9), Medicine 8 (+10), Notice 4 (+6), Search 4 (+5), Sense Motive 4 (+6), Stealth 4 (+4), Survival 4 (+6)

Feats: Animal Empathy, Attack Focus (Ranged), Attack Specializaton (Pokeball), Defensive Roll 2, Distract (Bluff), Dodge Focus 4, Equipment 3, Inspire 2 (+2), Leadership, Set-Up

Equipment: Cell Phone, Flashlight, GPS Receiver, Medkit (Basic), PokeBall, PokeDex 1
Pokeball: Snare 3 (DC 13; Alternate Save (Toughness), Engulf, Range (perception), Regenerating; Limited (Wild Pokemon); Reversible)


Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: -1)
Defense: +4 (Flat-footed: +0), Knockback: -1
Initiative: +0

Attacks: Pokeball: Snare 3, +3 (DC 3 Tough),
Unarmed Attack, +0 (DC 14)


Totals: Abilities 8 + Skills 14 (56 ranks) + Feats 17 + Powers 0 + Combat 0 + Saves 6 + Drawbacks 0 = 45
Last edited by whiteprofit on Sun Jan 12, 2014 3:53 pm, edited 1 time in total.
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Re: The Pokemon Academy

Postby whiteprofit » Wed Aug 22, 2012 10:46 am

The Pokemon Academy
This idea was introduced to me by Hound in his own campaign thread on the Game Room forum. I am a participant currently and though his house rules and PL were designed differently then in this setting thread, the idea still transfers. So far it is a fun alternative to the Gym Challenge and Catch 'Em All routes of play that are often the focus of the video game and show. It has a lot of potential and for Hound's full story you should check out the thread in the Game Room.

Here you'll find the basic concept, story starter ideas, and how to set up your school.

Image

The Concept
Players aren't 'traveling' or 'going places' as often as they would in a video game or show based Pokemon setting. Instead, things come to them, or they go on a field trip. This cuts down on location changes and description and keeping things super congruent.

The school and the teachers become a force that can guide, contain, and move the events of the campaign further

Time
You're not playing through and living every day in a campaign like this. There should be jumps in space when life happens 'normally', stopping to play through important events, training, or to learn something. Finding the right balance is a must, feeling out when to jump and when to walk through. Sometimes a plan may take a week to figure out or produce results, or the group needs a Friday Night or Weekend to come. Jumping to that action is more important than sitting in on Match class each day.

Planning, as in any campaign, is key.

Teachers
Players should find an assortment of personalities within their staff. They can offer story elements, conflict, challenges, and rewards. Or even just fun. See any number of Anime or school stories for examples (harry potter, especially) or look to your own school experience for examples of good, bad, and crazy teachers for your environment.

Students
Schools are full of kids of all descriptions. You can have a set of bullies, preppy kids, nerdy kids, or any other troop of stereotypical characters to enhance your setting. Introduce problems with them. Cause problems with them. Use them as a hurdle to get what a player wants.

Story Starters
Camping Trip*
Battle Tryouts*
Club Fair*
Trade Test
Find one Pokemon to trade for another

*Used in Hound's campaign

::Links to come, post unfinished::
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Re: Pokemon Setting

Postby whiteprofit » Wed Aug 22, 2012 10:49 am

I'm looking for feedback. There seems to be a lot of readers out there or maybe you're just one reader that keeps visiting a lot. :wink:

PM me or drop a line on here with ideas, comments, suggestions, etc. Anything you want to see more of? Want to help me build? I'm interested to see what you've got. I may try to organize people a bit if there's interest. have you used any of this yet??? I'm curious.

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Re: Pokemon Setting

Postby ultra8 » Sun Sep 02, 2012 2:14 am

An interesting setting, though it's been years since I last got into pokemon(show or otherwise).
How bout a look at the technology. I know the cartoon pretty much used the same things as the game though they did have some nifty minor items that only existed in the show like the mini scuba tank masks, Hunter J's freeze ray and those robots from the Dioxyes movie. I also remember one of the manga/comic series had things like hover bikes and a poke ball system that allowed you to tell just by looking if a pokemon belonged to someone.
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Re: Pokemon Setting

Postby whiteprofit » Wed Oct 31, 2012 7:51 pm

wow, so, it looks like I fell off the face of the Earth right when someone finally posted. So goes life.

Okay, so I'm relatively ready to post again. A look at technology and such sounds fun. I always figured GMs could make up whatever they needed as far as bosses or traps, and most equipment like PokeCenters and the like would just be story elements that magically healed people. But I have started brewing some more event ideas that have some robot/tech inspired traps and such for Team Rocket and an obstacle course to train in.

I'll also do a write up, using some of the Bulbapedia information about the advances and the limitations. For instance, a lot of transportation is limited to boats and cars while there are teleportation devices, cloning, and hover platforms. And the existence of Porygon always blew my mind. All in the presence of and coexisting with a very natural and magical universe that started it all. (The original Pokeballs were apricorns, go figure.)
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Team Rocket Mechas

Postby whiteprofit » Wed Dec 12, 2012 7:53 pm

Team Rocket Mechas
These are usually large robots with one global task with some basic extras depending on what the episode needs. My structure is a little humorous and includes things like "Anti-Pikachu" because most episodes in the series are aimed at capturing Pikachu, specifically.

It also includes a power loss on the Protection and Impervious Toughness if the machine is being attacked by multiple targets, aka "teamwork". This is a representation of the show again, where often attacks won't do much damage in the beginning, but when the group finally combines it's attacks and works cooperatively, the machine can't hold up.

More often than not, the Team Rocket Machines are designed to look like a Pokemon that is related to the task it was designed to do. Like drilling, swimming, or flying. Meowth heads seem to be a common symbol for them as well. Design and describe your machines with these things in mind and you'll fit into the show atmosphere perfectly. Some of their machines are smaller and have to do with Pokemon manipulation. Follow the link above in the title for more ideas.
Team Rocket Robot
Image
Power Level: 7; Power Points Spent: 105/105

STR: +8 (10/26), DEX: +0 (10), CON: +0 (-), INT: +0 (-), WIS: +0 (10), CHA: +0 (-)

Tough: +12, Fort: Immune, Ref: +3, Will: +0

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +24)
Defense: +2 (Flat-footed: +1), Size: Medium/Huge, Knockback: -18
Initiative: +0

Skills: Notice 8 (+8)

Feats: Attack Focus (melee) 2, Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Stunning Attack

Powers:
Anti-Pikachu (Immunity 5) (damage type: Electricity)
Extendo Claws (Snare 6) (DC 16; Engulf; Extended Reach 5 (25 ft.), Tether (600 ft.))
Giant Robot (Growth 8) (+16 STR, +8 CON, +2 size categories)
Immunity to Fortitude Saves
Robot Sensors (Super-Senses 9) (extended (type): Vision 1 (-1 per 100 ft), infravision, ultra-hearing, ultravision, x-ray vision)
Steel Frame (Protection 8) (+8 Toughness; Impervious; Power Loss (Teamwork))
Turbo Boosters (Flight 2) (Speed: 25 mph, 220 ft./rnd; Limited (Ceiling: 50ft. ))

Attacks: Extendo Claws (Snare 6), +6 (DC Ref/Staged 16), Unarmed Attack, +6 (DC 23)

Totals: Abilities -30 + Skills 2 (8 ranks) + Feats 7 + Powers 103 + Combat 20 + Saves 3 + Drawbacks 0 = 105
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Transportation

Postby whiteprofit » Wed Dec 12, 2012 9:32 pm

Transportation
Most transportation styles in real life can be found in the Pokemon World. Trains, Planes, and Automobiles of all shapes and sizes and variations. Even large boats and submarines. These can be drawn up with the standard M+M rules for such things, with the addition of occasional add ons like rockets and lasers.

Team Rocket or other villains usually have larger, more dangerous, and sometimes ridiculous versions of these types of machines that alternate between transport and weapon. These can be used as bosses or larger threats when you are getting sick of straight up Pokemon Battles. Pokemon shaped Mech are often used to battle and capture or hinder the main characters. These can be designed as the previous post, as PL appropriate characters.

Giant bases that float above the world, as seen in the Second Pokemon Movie, can be built as a mobile base, using the M+M rules. Causing damage to it can be a story element, internal damage, or require help from a legendary Pokemon as part of the story. Usually a trainer and his normal Pokemon couldn't deal damage to something of this magnitude.

Transportation specific to a character may be purchased with ep as the following example was built. Once players start to reach higher PLs, this is a good place to put points to help differentiate trainers from one another and give them advantages compared to others. Most often transportation for the main characters, in the games and show, is by foot, bicycle, or provided by reward from an outside source.
Team Rocket Hot Air Balloon
Meowth Balloon
Image
Power Level: 4; Equipment Points Spent: 8

STR: +2 (15)

Toughness: +5

Features: Remote Control

Powers:
Enhanced Trait 2 (Traits: Stealth +8 (+8))
Hot Air (Flight 4) (Speed: 100 mph, 880 ft./rnd; Levitate)

Defense: +0

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 6 + Combat 0 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8
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Re: Pokemon Setting

Postby Mr.Sandman » Thu Dec 13, 2012 10:43 am

Been watching with interest since PA started. What about a Abra Teleport Company? Seems like a rather lucrative idea to me since, with Abra, there is no training needed. I am suurprised they never do it in the show and only once in the games.

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Re: Pokemon Setting

Postby whiteprofit » Thu Dec 13, 2012 9:11 pm

Hrm, interesting point. Why DIDN'T they use that?! Weird.

What do you think something like that should cost?
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Re: Pokemon Setting

Postby Mr.Sandman » Thu Dec 13, 2012 11:03 pm

As much as you can possibly get :twisted:

Seriously though, probably not much. Abra is a pretty common pokemon, though harder to catch due to the teleporting. Depending on how many companies start ffor this probably about 200 for a 1 way, +100 for 1/2 hour wait and the 200 return fee for a 2 way.

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A to B Teleportation Company

Postby whiteprofit » Sat Dec 29, 2012 1:51 pm

Image
A to B Teleportation Company
In the metropolis of Fjord City there is a man by the name of Alabaster Barnacle who runs a very expensive service of teleporting people all around Glaciuary. He has several Abra that make this possible though a bit difficult to control. Abra, by nature, sleep for an average of 18 hours a day. They teleport, sometimes randomly, about every hour. Keeping them anywhere long and getting them to go where you want can be rather difficult, but Alabaster's own natural psychic powers do help. That, and a special blend of PokeBlocks and berries he uses to reward, encourage, and sometimes even dampen the Abra's teleportation.

The amount of things a single Abra can teleport is limited to the power of each individual Pokemon, however the average is about one or two persons and their backpack of gear. It helps if the Abra knows everything the 'teleportee' has on them before hand so nothing gets left behind. More powerful Abra have been able to take up to six people, though the did accidentally mix up the travelers clothing and belongings on arrival.

Pricing
Teleportation to...
a land based city 2500 credits (Pokemon Center)
an outlying city/islands 5000 credits (Pokemon Center)
a specific location 2000 credits + 1000/rank (Based on Distance for PL)

Other Psychic Teleporters
There are other teleporting Pokemon in the world, but Alabaster has found their efficiency and pure distance and power doesn't come close to that of Abra. Where other Psychic Pokemon can learn the ability to be in multiple places and different places with teleportation, none of them use it as their primary and sometimes only survival technique making Abra the most popwerful.

Evolutions
Alabaster's Abra are not the only Pokemon he has. Alabaster learned first hand about the superiority of Abra over other teleporting Pokemon. He has an Xatu, Kirlia, and Kadabra that hang around his building. Xatu makes local deliveries while Kirlia and Kadabra both help coordinate and communicate with the Abra.
Kirlia
Power Level 6; Power Points 90/90
Image
Psychic Type: Grants 2 points
(Vulnerability: Bug, Dark, Ghost. Resist: Fighting, Psychic)
Emotion Sense
Emotion Control

Kadabra
Power Level 6; Power Points 90/90
Image
Psychic Type: Grants 2 points
(Vulnerability: Bug, Dark, Ghost. Resist: Fighting, Psychic)
Read Minds
Psychic (Move Object)

Xatu
Power Level 6; Power Points 90/90
Image
Psychic/Flying Type: Costs 1 point
(Vulnerability: Electric, Ice, Rock, Dark, Ghost Resist: Psychic, Fighting, Grass. Immunity: Ground)
Flying
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Re: Event: Abra, Kadabra... Hypno!

Postby whiteprofit » Sat Dec 29, 2012 10:11 pm

Event: Abra, Kadabra... Hypno!

Location
Fjord City

Summary
The players find out that they can teleport [to the next city/back home] for [a Competition/Player Hook]. Arriving at the A to B Teleportation Company introduces the team to Alabaster Barnacle. He tells them that something is terribly wrong and that they are closed for business. The group learns that the Abra, which normally sleep for 18+ hours a day, have not been sleeping and something is keeping them awake. This has distorted their power and prevents them from teleporting customers. If the problem isn't solved soon, he'll have to close up shop and sell his Abra.

The group investigates to find that a an old rival of Mr. Barnacle's has been using his Hypno to eat the dreams of the Abra and cause Nightmares that keep the Abra awake.

NPCs
Alabaster Barnacle
Branson Addelbak
Hypno lvl 5

Opening
Alabaster: Eh, hello. Good morning. What can I -er, I mean, we're closed.
Alabaster: The building is open, but I'm afraid the Abra aren't working today. They haven't gotten any sleep in the last week. I'm not sure what is wrong but they can't concentrate enough to get themselves anywhere. It's a nightmare!
Alabaster: The only way I'm going to be able to get you all anywhere is by solving this mystery. Until the Abra can get their sleep, I'm sunk. And if I can't get them back in action before the end of the week, I'm going to have to sell the business.

Evidence
Across the street from A to B Teleportation is another Psychic shop belonging to Branson Addelbak.
If the right questions are asked or evidence gathered, it can be revealed that:
    Addelbak and Barnacle have known each other from a young age
    They were rivals in school and adulthood.
    Barnacle is actually psychic and Addelbak is just gifted at reading people's body language.
    Barnacle is the more successful of the two, evident in his running business compared to Addelbak's hypnosis and fortune telling business.
    Addelbak seems very sly and 'shifty' to a DC 15 Insight or equivalent check
    The Gem in Addelbak's fortune teller hat is missing and can be found in the alleyway behind Barnacle's shop
    Addelbak can be found outside Barnacle's shop with Hypno late at night and in the early morning causing nightmares in the Abra.
The Battle
Addelbak is a bit of a coward and very sly individual who will try to escape if possible. He will avoid confrontation and fighting, especially against a group that has shown their prowess, or has let him read them. He has the assessment feat and can read people very easily, which is where his talent comes from. Not actually from being psychic. He will have Hypno put the group to sleep if he can to escape and never be seen again.

While defeating him or having him arrested is a happier ending, just proving that Addelbak is the culprit and challenging him on it will be enough for him to leave and solve the Abra sleeping crisis. If Addelbak gets the group to fall asleep, he will have Hypno give them Nightmares and create
a fear that will allow him to exploit the group for a short time.
Hypno
Power Level 5; Power Points 75/75
Image
Psychic Type: Grants 2 Points
(Vulnerability: Bug, Dark, Ghost. Resist: Fighting, Psychic)
Hypnosis (Area: Perception Fatigue (2e)/Affliction (3e))
Nightmare (Emotion Control: Fear, Flaw: Target must be sleeping)
Nasty Plot (Illusion, Limited to Fears caused by Nightmare)
Dream Eater (Absorb, Flaw: Target must be sleeping)

If Barnacle is present for the battle and challenging of Addelbak, he will be able to resist the Hypnosis effects and help protect the group with Safeguard.

Rewards
As promised, Barnacle will teleport the group anywhere they want to go once they've helped his Abra go back to sleep. This is a one time, one-way, free of charge journey. If the group returns, the prices are as outlined in the A to B Teleportation Company Post above. A favor may be able to be called in if they have a really good reason togo where they need to get or as a Play Hook.
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Re: Event: Team Rocket Steals the Show

Postby whiteprofit » Sun Dec 30, 2012 10:37 pm

Event: Team Rocket Steals the Show

Location:
Fjord City Theatre

Summary:
Team Rocket uses a demonstration and eventual performance in the Fjord City Theatre to distract patrons and participants so they can steal their Pokemon. When discovered by the players, it leads to a chase through the theatre and the streets. Leads to the optional event "Stolen Goods", leaving players with the choice to help pursue and track down the lair and rescue the town's Pokemon or leave it to the authorities.

Opening:
GM: "Upon entering Fjord City the group sees a number of vendors, street performers, and other big city, street people that go ignored for the most part. It isn't until seeing a particularly large crowd that blocks your path in front of the Fjord City Theatre that you really take interest in one. The crowd's 'oohs' and 'aahs' draw all of your eyes."

"In the center of the crowd is a man dressed for his performance, wearing a flamboyant outfit that clearly sets him apart from the others. He is directing his monkey Pokemon (Pansear, Pansage and Panpour) through a dramatic routine of fire, water, and grass attacks with an acrobatic show as well. The trainer narrates a story about the three contestants, battling for the hand of the monkey princess (an Aipom) and ends with a steamy showdown between the water and fire monkey Pokemon. Ending the show, the Princess beats all of them. ending the small show is the entrance of the dreaded mastermind, "The Jester" (a Mr. Mime) and the promise that the tale will be finished at tonights performance, here in the Fjord City Theatre."

Timothy: "Can we go?! That looks amazing! And look!" he says, pointing to a sign. "The show is so cheap. Oh, it will be so great! Let's do it."

GM: "The sign outside the theatre advertises a 300 credit entry fee and a after show training session with Heath, the show performer, for all participants."

Timothy: "A free prize for participants, that's even better. I'm sure I'll make it on stage. I bet you get to meet with that trainer after. Maybe he'll teach our Pokemon how to do some of those awesome moves even."

Timothy: "If you don't want to pay for it, I'll buy the tickets. That's like nothing, it will so be worth it."
OR
Timothy: "I know we won't regret it. I can't wait!"

The Alley Way Fight
Beside the theatre, there is a small alley way that group can pass. If they do they see Heath there with his Aipom. They are in the midst of a battle with another trainer. The group arrives to see the other trainer defeated, but Heath hands him a slip of paper with his handshake and says,

Heath: "You're pretty strong, and so are your Pokemon. You show up to the show and present that piece of paper. After, they'll let you and your Pokemon back stage for the special training session. On the house."

Timothy: "Hey there, you're the performer, right?"

Heath: "That's me. You guys want to try your hand at battling me and Aipom? We're always looking for good training opportunities. How about you? You look like you might provide us some good competition."
Heath chooses a player at random, or allows the group to battle him and multiple Aipoms, showing the group that he has more than one.

Aipom is agile and uses it's agility and high defenses to stay out of reach. It's long tail is also used to block and deflect attacks.
Aipom
Power Level 4; Power Points 60/60
Image
Normal Type: Cost 3 points
(Vulnerability: Fighting. Immunity: Ghost)
Fling (Throw Mastery)
Double Hit (Damage, MultiAttack)
Iron Tail/Rock Smash (Damage +2)
Double Team (Improved Block, Deflect)
Additional Limb: Prehensile Tail
Movement: Wall Crawling 2, Leaping 2
High Acrobatics
Agile Feint


After the battle, whether the team wis or losers, Heath tells the group how impressed he is with their battling and invites them to the extra training session after the show. He hands them each a ticket to show and get back stage.

The Play
The time for the play arrives and the group dresses up for the occasion. Arriving at the theatre, they are shown to their seats and the play begins promptly on time. The show starts with Heath appearing on stage and telling the story of the three elemental monkeys fighting for the Princess's hand which was seen earlier that day. But then, the terrible and frightening Jester appeared and stole away the the Princess.

At this, the Jester appears, a decorated Mr. Mime wearing a dark cloak and black makeup. He Mime's a wall and creates a cage around Aipom and lifts her off the ground. It is clear from this action that Mr. Mime is quite a powerful Psychic Pokemon. The cage rises and takes Aipom to a cage at the top of the theatre and hold her there while the three monkeys dance and whirl in an attempt to stop him. The rest of the show proceeds with the Jester putting up obstacles and tests for the monkeys to save the princess. Each attempts to save the princess on their own, but is unsuccessful. Finally the three work together and combine their powers to overtake and trick the Jester into releasing the princess.

When finished, the performers return to take their bows and anyone with tickets are invited on stage to join the extra training session backstage. Those being called up seem to be very strong trainers. It is clear that Heath has been working really hard to make sure those invited were formidable foes. Heath appears and snaps his fingers.

The monkeys scatter into the rafters and Mr. Mime begins outlining a wall between the stage and the seating area. From the rear of the theatre a troop of Team Rocket members enters while patrons are trying to leave. They and their Pokemon begin robbing the people in their seats, taking Pokeballs, jewelry, and cash.

Heath: Haha! And now, to take your Pokemon too!

+1 HP to all players for the GM Fiat Trap

From the rafters, a large monkey-shaped robot appears. It has a large vacuum scoop tail like Aipom. The left limb is charged with Panpour's powers, the center with Pansear, and the right with Pansage.

Heath: Toss your Pokemon into the vacuum, or face certain defeat!

The Battle
The first snare attack of the Robot should take out all but one or two NPC trainers like Timothy. For your own time, give NPC trainers Pokemon you've already stated, or have them get caught by the snare early on. Pokemon of large or greater size should not fit inside the Pan-Pom robot rendering the Snare obsolete for them.

Defeating Heath's Pan-Pom Robot will force him to try and escape, the monkeys too, which means Mr. Mime will drop the barrier. This is unfortunately not in time to save the the victims from the theatre, who's Pokemon, Jewelry, and Money has been taken. Giving chase will all the players to follow Heath outside where several 'R' vans take off. At this point the players can choose to pursue the vans, starting the event, 'Stolen Goods' or they can turn the information over to the police and let them handle Team Rocket.
Pan-Pom Monkey Robot

Power Level: 6; Power Points Spent: 90/90

STR: +8 (26), DEX: +0 (10), CON: +0 (-), INT: +0 (-), WIS: +0 (10), CHA: +0 (-)

Tough: +10, Fort: Immune, Ref: +4, Will: +0

Skills: Acrobatics 2 (+2), Climb 6 (+6), Notice 6 (+6), Sense Motive 6 (+6)

Feats: Acrobatic Bluff, Improved Block, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Power Attack

Powers:
Aipom Vacu-Tail (Snare 6) (DC 16; Cone Area (60 ft. cone), Engulf)
. . Flame Wheel (Strike 6) (Alternate; [0 active, 0/18 PP, 2/r], DC 21; Burst Area (30 ft. radius))
. . Vine Whip (Strike 6) (Alternate; [0 active, 0/18 PP, 1/r+6], DC 21; Accurate (+2), Extended Reach 4 (20 ft.), Split Attack (2 targets))
. . Water Gun (Strike 6) (Alternate; [0 active, 0/18 PP, 2/r], DC 21; Line Area (5x150 ft. line))
Giant Robot (Growth 8) (+16 STR, +8 CON, +2 size categories; Permanent; Innate; Full Power)
Immunity to Fortitude Saves
Protection 6 (+6 Toughness)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +22)

Attacks: Aipom Vacu-Tail (Snare 6) (DC Ref/Staged 16), Flame Wheel (Strike 6) (DC 21), Unarmed Attack, +4 (DC 23), Vine Whip (Strike 6), +6 (DC 21), Water Gun (Strike 6) (DC 21)

Defense: +2 (Flat-footed: +1), Size: Huge, Knockback: -13
Initiative: +0

Totals: Abilities -30 + Skills 5 (20 ranks) + Feats 7 + Powers 84 + Combat 20 + Saves 4 + Drawbacks 0 = 90
Family of Supers -Kit Andersen/ GravityBoy!


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