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Thread: PTA, Alvato Amateur

  1. #1
    URPG Staff Dekrueger's Avatar
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    Default PTA, Alvato Amateur

    Pokémon, the Alvato Amateur

    System: Pokémon Tabletop Adventures 2.1
    Generation: Ultra Sun and Ultra Moon
    Region: Alvato (original)
    Rating: PG-13

    Game Master: @Dekrueger; (First time truly working on with this system pls forgive)
    Participants: @evanfardreamer; @Jack; @Mistral; @VeloJello;
    Game Status: Full, Under Construction

    Resources: Pokedex and Player's Handbook can be found here

    Notes: This session will be carried out using a Play by Post system, a la URPG's National Park. Post skeletons are required, but only needs to contain the Current/Max HP of the Trainer and any active Pokémon. If you take any actions that effect game play, please make sure they stand out, such as by highlighting them, or including the precise action in a footnote, or TLDR

  2. #2
    URPG Staff Dekrueger's Avatar
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    Character Stats-
    Spoiler:
    In the Pokémon Tabletop system, Humans and Pokémon share the same stats: HP, Attack (Atk), Defense (Def), Special Attack (Sp. Atk), Special Defense (Sp. Def) and Speed (Spd). For both Humans and Pokémon, these stats determine the flow of combat, such as how much damage you deal, how much damage you take from attacks, and how much damage you can take before passing out or dying. In addition to their combat applications, there are several skills a Pokémon Trainer can use outside of combat which rely on these as well. For example, your skill at Climbing might be influenced by your Attack stat, your skill at negotiating or telling lies might rely on your Special Defense stat.

    If you happen to have played D&D, Pathfinder, or any other tabletop roleplaying games that use a traditional stats system in the past, it may be useful to note that PTA stats map to those systems roughly as follows: HP influences your total hit points, Attack is equivalent to Strength, Defense is similar Constitution and your "Armor Class" against physical attacks, Special Attack is equivalent to Intelligence, Special Defense is a blend of both Wisdom and Charisma as well as your "Armor Class" against special attacks, and Speed is equivalent to Dexterity.

    Most, if not all Trainer Classes require that you a minimum value in one or two stats, but they can also make your Trainer better at specific skills.


    Skill Checks-
    Spoiler:

    HP Skills: Unlike the other stats, there is no modifier associated to HP and as such, no associated skills to apply the modifier too. It is very rare you will use your HP to make any skill checks anyway, but in the event that you do, the success of the skill is determined by a flat D20 roll.

    Attack Skills:
    Spoiler:

    • Browbeat - this skill is used whenever you make an attempt to bully or intimidate an NPC
    • Jump - this skill is used whenever you wish to jump a particular height or distance
    • Sprint - if you want to run fast, or go attempt to go beyond your base movement in combat, this is the skill you'll use
    • Strength - any time you want to do a task beyond mundane lifting, pushing, or pulling, you make a Strength Check. Occasionally you might have your Strength checks opposed by the Strength skills of another.



    Defense Skills:
    Spoiler:

    • Concentration - these skill checks occur when you're completing a task that requires focus under conditions that might interrupt you
    • Deflection - used to catch or bat away projectiles thrown or launched at a trainer by an NPC
    • Healing - this skill is used when attempting to recover your own HP
    • Tireless - if you skip sleeping for any reason, it starts to take its toll. Tireless skill checks determine how much HP you lose for staying awake



    Special Attack Skills:
    Spoiler:

    • Engineering - this skill check determines your familiarity with machines, allowing you to determine the purpose of, repair, or replicate the device in question
    • History - with regards to a landmark, place, or event, History checks determine how much your character knows
    • Investigate - stuck in a route, dungeon, city, or criminal case? Investigate checks are used to help you find information in your surroundings that would help you carry on. This is occasionally opposed by the Sleight of Hand skills of others.
    • Programming - the software side of engineer. Programming checks are used to hack into places a Trainer doesn't belong, and once in a system, this skill is used to perform digital tasks and introduce or repair damage



    Special Defense Skills:
    Spoiler:

    • Bluff - any attempts made to lie to an NPC for your own gain uses Bluff to try and fool the target
    • Diplomacy - whenever you use a position of presumed power to your advantage, or otherwise try to persuade or reason with an NPC, you use Diplomacy to see how well it goes
    • Perception - this skill is used whenever you want to get a general feel for your surroundings, or detect something or someone that is out of place or hiding. Perception checks are typically passively made, or requested from the GM rather than made by a Trainer
    • Soothe - while typically used to calm upset or angry Pokémon, there's no reason someone who excels at this skill wouldn't be able to diffuse tricky situations with humans as well
    • Streetwise - the better a Trainer is at this skill, the better they are at handling themselves and gathering information in urban environments



    Speed Skills:
    Spoiler:

    • Acrobatics - need to keep your balance on narrow beams? Need to scale the side of a building with parkour? Need to do it quickly? This is the skill to do it with
    • Perform - whether it be singing, dancing, playing an instrument or delivering a speech, it all uses the Perform skill. While this has several applications such as distractions and gathering people, particularly good performances can earn money and fame
    • Sleight of Hand - this skill is used for actions ranging from card tricks, concealing small items on your person, or picking the pockets of others. This is often opposed by the Perception or Investigation skills of others.
    • Stealth - whenever you wish to move while remaining hidden and or silent, you are required to make a Stealth check. This is often opposed by the Perception skills of others

    Last edited by Dekrueger; 05-28-18 at 04:22 PM.

  3. #3
    URPG Staff Dekrueger's Avatar
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    Combat Stats-
    Spoiler:

    • HP
      Spoiler:
      Short for Hit Points, just like in the source material, this determines how much damage it takes to go from perfect health to out cold. It is important to note that at 0% HP, a character is knocked out, and at -100% HP (via overkill or taking damage while knocked out) a Human or Pokémon must begin making Death Saving throws to avoid dying.

      Maximum HP is determined differently by species.
      A Trainer's maximum HP is determined by (Trainer Level + HP Score) * 4
      A Pokémon's Maximum HP is determined by Pokémon Level + (HP Score * 3)
    • Attack
      Spoiler:
      In Pokémon Tabletop Adventures, after the appropriate damage dice is rolled for a successful attack, a character's raw Attack value is added to any physical Melee or Ranged attack's damage. It is worth noting that without special features or weapons, a Human character will always deal physical damage.
    • Defense
      Spoiler:
      Whenever a character is hit by and takes damage from a physical Melee or Ranged attack, they subtract their raw Defense value from that damage, and then reduce their HP by the remainder. Furthermore, for every 5 points of Defense you have, you increase your Physical Evasion bonus by 1. Your foe must roll X higher than usual to hit you with a physical move, where X is your total Physical Evasion bonus.
    • Special Attack
      Spoiler:
      The counterpart to Attack. After the appropriate damage dice is rolled for a successful attack, a character's raw Special Attack value is added to any special Melee or Ranged attack's damage.
    • Special Defense
      Spoiler:
      The counterpart to Defense. Whenever a character is hit by and takes damage from a special Melee or Ranged attack, they subtract their raw Special Defense value from that damage, and reduce their HP by the remainder. Furthermore for every 5 points of Special Defense, you increase your Special Evasion bonus by 1 point. This bonus is functionally similar to the Physical Evasion bonus, but only applies for Special Attacks.
    • Speed
      Spoiler:
      The Speed stat serves two purposes in combat.

      The first is determining turn order. For each turn of combat, the Trainers take their turns from highest to lowest speed, and then after all Trainers have acted, Pokémon will move in descending order of speed as well. Once the last Pokémon has moved, a new turn begins.
      The second purpose of Speed is determining Speed Evasion bonus. For every 10 points in speed, a character gains 1 point of Speed Evasion bonus. Like Defense or Sp. Defense Evasion bonus, this bonus increases the attack roll required to land a hit on the character in question, however this bonus can be applied to any incoming attack.
    • Evasion
      Spoiler:
      All characters have three types of Evasion which influence the likelihood of moves hitting them; Physical Evasion, Special Evasion and Speed Evasion, all of which help them dodge attacks. When attacked by a move that requires and Accuracy Check, a character increases the required accuracy by any relevant Evasion bonus of their choice, but they may only add one to any given check.
      For example, for an incoming physical attack with an accuracy check, you may increase the required roll by either your Physical Evasion or Speed Evasion, but not both.

      As stated previously, a Character's Physical and Special Evasion bonuses are determined by the relevant defensive stat, at a ratio of 5 points in the stat to 1 point of bonus. The total bonus has a maximum of +6
      Likewise, a Character's Speed Evasion bonus is determined by their Speed stat at a ratio of 10 points in speed to 1 point of Speed Evasion bonus. This bonus also has a maximum of +6.

      In addition to a character's natural base values for evasion, Moves, Abilities, Items, Field conditions and Features used can also modify evasion. For example, any increases in Combat Stages for Defense, Special Defense, or Speed increases the relevant Evasion Bonus by +1 per stage.
      When combining base evasion with any other effects, the maximum effective evasion bonus cannot exceed +9. Furthermore, an Accuracy Check cannot require a roll above 20.



    Combat Stages-
    Spoiler:
    A mechanic you're all likely familiar with, but that makes a few changes under the Pokémon Tabletop System. The same rules apply as in game: some moves increase or decrease a character's stat(s) during combat, and these buffs or debuffs can stack up to 6 times.
    However, due to the lower stats across the board in this system, raising a Combat Stage increases a character's stat by 25% rounded down (maximum of 250% its original value), and lowering a Combat Stage reduces the affected stat by 10% rounded up (minimum 40% of the original value)

    Alteration of Combat Stages can affect both Trainers and Pokémon, and last either until an encounter ends, or after spending 10 minutes outside of combat. As is consistent with the games, turning a Pokémon to a Pokeball also resets all Combat Stages.
    Combat Stages do not change any of a Trainer's Stat Modifiers.


    Combat Rounds-
    Spoiler:


    A constant across all battles is that each turn takes roughly 6 seconds. As such, Features that take 1 minute to complete require 10 rounds, and so on. You're smart people, you can figure out what actions are only feasible outside of combat.


    • Trainer's Turn
    • Pokémon's Turn

    Last edited by Dekrueger; 05-28-18 at 06:01 PM.

  4. #4
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    Reserved for Route Directory (Will update as the Trainers discover species in each area)

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    Reserved for Region History, Introduction and Story so Far

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    Name: Toshiko Mirakala
    Gender: Female
    Age: 14
    Height: 5'3"
    Weight: 139 lbs
    Level: 0
    Class: N/A (Martial Artist)
    HP: 56/56
    Stats:
    HP 14
    ATK 14
    DEF 14
    SATK 6
    SDEF 7
    SPD 11
    Feats: N/A

    Name: Maya
    Species: Meditite
    Gender: Female
    Level: 5
    EXP: 150
    Ability: Inner Focus
    Nature: Calm
    HP: 3/3
    Skills: Sky, Jump, Power, Intelligence, Aura
    Moves: Bide, Meditiate
    Base Stats: HP 3, ATK 4, DEF 6, SPATK 4, SPDEF 6, SPD 6
    Stat Hierarchy: ATK > SPATK > SPD > SPATK > SPDEF > HP
    Stats: HP 3, ATK 4, DEF 6, SPATK 4, SPDEF 6, SPD 6

  9. #9
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    Reserving post for trainer/stats
    Resurrected stats (still under renovation!):
    http://forums.petalburgwoods.com/sho...3-Evan-s-Stats

  10. #10
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    Name: Mei-fen Huang.
    Gender: Female.
    Age: 15 y/o.
    Height: 5'3".
    Weight: 150 lbs.
    Level: 0.
    Class: N/A (li'l baby psychic).
    HP: 56/56.
    Stats:
    HP 14
    ATK 10
    DEF 10
    SATK 13
    SDEF 10
    SPD 9
    Feats: N/A.

    Name: Li-Jie.
    Species: Rhyhorn
    Gender: Male.
    Level: 5
    EXP: 150.
    Ability: Rock Head.
    Nature: Careful.
    HP: 32/32.
    Skills: Overland 8, Jump 2, Power 4, Intelligence 3, Sinker, Tracker, Groundshaper.
    Moves: Horn Attack, Tail Whip, Fury Attack, Magnitude.
    Base Stats: HP 8, ATK 9, DEF 10, SATK 1, SDEF 5, SPD 3.
    Stat Hierarchy: DEF > ATK > HP > SDEF > SPD > SATK.
    Stats:
    HP 9, ATK 10, DEF 11, SATK 1, SDEF 6, SPD 3.
    Last edited by VeloJello; 05-30-18 at 07:35 PM.

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