Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Pikachu

Post by Jabroniville »

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Art by Joshua Dunlop.

PIKACHU
Role:
Electric Animal, Cutest Thing Ever
PL 6 (98)- Minion Rank 6, Sidekick Rank 17
Normal Version:
PL 4-5
STRENGTH -3 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 11 (+8)
Expertise (Survival) 6 (+6)
Intimidation 6 (+2 Size)
Perception 5 (+5)
Stealth 0 (+7 Size)

Advantages:
Defensive Attack, Defensive Roll, Evasion, Improved Aim, Improved Critical (Thunderbolt), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 5, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Electric Type Magical Creature"
Immunity 10 (Electrical Effects) (Flaws: Limited to Half-Effect) [5]
"Static" Affliction 4 (Fort; Dazed/Stunned/Paralyzed) (Extras: Reacion +3) (Flaws: Unreliable- 30% chance) [12]

"Thundershock" Blast 7 Linked to Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Flaws: Unreliable -2- 25% Chance) (15.5) -- [18.5]
  • AE: "Thunder Storm" Damage 6 (Extras: Area- 60ft. Cone) (12)
  • AE: "Thunder Wave" Affliction 7 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (14)
  • AE: "Iron Tail" Damage 3 (3)
"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (-3 Damage, DC 12)
Iron Tail +6 (+3 Damage, DC 18)
Thundershock +7 (+5 Ranged Damage, DC 20)
Thunder Wave +6 Area (+6 Damage, DC 21)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 D.Roll), Fortitude +4, Will +4

Complications:
Disabled (Animal)- Pikachu cannot speak to humans, nor use their paws to easily manipulate objects.
Weakness (Ground Damage)- Pikachu's creature type leaves it vulnerable to certain types of attack.

Total: Abilities: 10 / Skills: 31--15.5 / Advantages: 14 / Powers: 47.5 / Defenses: 11 (98)

Era: Fantasy Realms
Range: Forests.
Colouring: Yellow with red markings, later brown with yellow.
Size: Up to 3 feet long (7-25 lbs.)
Encounter Groups: Large groups.
Diet: Berries.
Tactics: Avoid & flee if necessary, shocking with electricity.

-Pikachu are adorable, curious rodents that are nonetheless known for their temper, and ability to violently shock people who stray too close or take liberties with their personal space. Gathering in forests in large numbers, they are primarily berry-eaters that climb trees. They possess tremendous electrical power for a creature so small- most are capable of killing a human being with either a single bolt of electricity or a powerful bolt that covers a wide area. This effect is magical in nature- the creatures appear attuned to lightning storms and yet may generate electricity naturally, recharging their power cells overnight. but they always possess great electrical power, owing to proximity to powerful Ley Lines that breach the fundamental forces of the universe- many Electrical-Type animals draw power from the same source.

-Pikachu age into slightly-larger creatures with darker fur (called "Raichu" at first, but Animologists eventually discovered the two were the same species at different ages)- other variants are a lighter tan color and have blue or red eartips and dots on their cheeks. The animals live in groups and forge for berries, which they often roast using their powers. They are popular companions for Druids and Rangers, as despite their lack of stealth (they have bright coloring and typically very chatty), they are very powerful, quick and mobile- people who fight using Animal Companions point out that they can be trained to produce truly gigantic amounts of energy- far greater than any other creature of such small size.

-Pikachu are famous for their apperance- big black eyes, happy expressions, long jagged tails (resembling the lightning bolts they themselves produce), pointed ears that react in key with their emotions, etc. This is even more pronounced in their young, which have ears nearly as long as the rest of the creature. This is so popular that many deride the darker appearance of the older morphs- the "Raichu" are far less popular if one is hoping for the cutest possible pet. Some strange individuals will pay good money to an alchemist or Druid who can "lock" the creature into its original form while maintaining its aging process- this is pretty simple as biological alterations are concerned (given some of these chemists can alter humans into dinosaur-people and the like), but considered wasteful by others.

Jab's Notes: The Pokemon mascot himself- Ash's Pikachu should be like PL 15 with all the fights he's had, but most of the creatures should probably be around this level- dangerous and powerful for starter heroes, but not THAT great. It's bizarre that this was all I had written about the character before- I was a LOT more succinct back in the day.

-Pikachu, interestingly, was chosen as the game's mascot despite the Starters all being different- early Pokemon art featurerd a Rhydon as a regular beast, but I guess someone noticed just HOW friggin' cute this guy was and insisted he be the main Pokemon in the show. And the billions and billions of dollars the franchise has made seems to imply that whoever that was made the correct decision. Pikachu is so adorable, with his big black eyes, chipmunk cheeks and curious nature, that it seemed inevitable he'd be huge. He was so popular that the later Raichu is actually derided as shitty by contrast, which I always felt was unfair- Raichu looks plenty cool, and rather powerful compared to his more adorable younger self... but people want cuteness. It's stuff like that that leaves a lot of dogs sent to shelters because they're not cute anymore.

-Pikachu proved so overwhelmingly popular so quickly that "Pokemon Yellow" (where a Pikachu would follow you around as in the TV show) was soon released for Game Boy. This was a pretty good move, as it's effectively a cheat to let you have a Pikachu right away (unfortunately, in-game you don't get one for quite a while as I recall), AND get all three Starters, while also being more like the mega-smash anime! And Pikachu's success led to another version quickly- I'm willing to bet the existence of "Baby Pokemon" was because they wanted another, even CUTER Pikachu- the tiny, huge-eared Pichu. The third generation even went out of its way to mimic Pikachu with Plusle & Minun, two nearly-identical Pikachu rip-offs with similar silhouettes.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Gastrodon

Post by Jabroniville »

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Art by Wietse110.

GASTRODON
Role:
Sea Slug
PL 6 (69)- Minion Rank 6, Sidekick Rank 17
Normal Version:
PL 4-5
STRENGTH -3 STAMINA 4 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 6 (+6)
Perception 4 (+4)
Ranged Attack (Special Moves) 6 (+6)

Advantages:
Fast Grab, Improved Hold

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 3 (Environmental Adaptation- Aquatic, Slithering, Wall-Crawling) [6]
Swimming 6 (Flaws: Limited to Short Bursts on Ranks 3-6) [4]
"Hard Shell" Protection 2 [2]
Regeneration 2 (Feats: Regrows Limbs) [3]

"Sandblast" Blast 5 Linked to Dazzle Visuals 6 (22) -- [24]
  • AE: "Water Pulse" Blast 6 (12)
  • AE: "Purple Ink" Affliction 6 (Survival Skill; Dazed/Stunned) (Feats: Reach 2) (Extras: 15ft. Cloud) (Flaws: Limited Degree, Unreliable) (5)
Offense:
Unarmed +6 (-3 Damage, DC 12)
Sandblast +6 (+5 Ranged Damage & +6 Affliction, DC 20 & 16)
Water Pulse +6 (+6 Ranged Damage, DC 21)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4 (+6 Shell), Fortitude +6, Will +4

Complications:
Disabled (Animal)- Gastrodons cannot speak to humans, nor use their paws to easily manipulate objects.
Disabled (Dehydration)- Gastrodons require water every 2-3 hours or they will rapidly dry out.

Total: Abilities: 4 / Skills: 16--8 / Advantages: 2 / Powers: 45 / Defenses: 12 (71)

Era: Fantasy Realms
Range: Ocean floors.
Colouring: Bright blue or pink, with a grey shell.
Size: Up to 3 feet long (15-45 lbs.)
Encounter Groups: Solitary.
Diet: Shellfish & other gastropods.
Tactics: Avoid & flee if necessary, blasting with sand or water.

-Gastrodons are magically-powered snail-like creatures that live on the bottoms of saltwater bodies. Their spectacular colors are highly dependent on region- in one ocean they are light blue, and in the other they are pink, for example. Their shells will also have different shapes depending on the seas in which they are found. Gastrodons have similar soft bodies as other gastropods, with their bottom half stretching out into leg-like structures that can be used for gripping or grasping things. They typcically consume shellfish, even large lobsters, on ocean floors. Some aquatic races, especially Merpeople and Aquatic Elves, will keep them as pets, as they are greatly admired for their beauty. Their shells are useful in alchemy, which can net spectacular prices for those selling them- the difficulty in acquiring them is a large reason why. Hunters capable of bringing them down will also have to both find the creature (which can readily burrow into the sand and remain immobile and impossible to detect), and move large amounts of shells from remote regions of the seas- this tends to keep hunting down, as it's usually more trouble than its worth.

-Gastrodons typically have power over both earth and water, which usually manifests as sandblasting or occasionally moving very rapidly through the water- they are by far the world's fastest gastropods when they do this. Unlike most other gastropods, they have recognizable mouths located on the head. They have tremendous regenerative capabilities, and will spray out a purple ink-like fluid when startled, enabling a quick escape. The creatures hatch from eggs into rounded creatures that almost appear to be smiling. When young, they lack their shells- these will grow in about 2-3 years' time. Both species will rapidly dehydrate out of water, meaning regular access (at least every few hours) is necessary.

Jab's Notes: I think Gastrodons are one of the neater-looking later Pokemon created for the games- though only used as a Pokemon of the main female companion's rival in the anime, they have a very unique appearance, being almost neon in color while being just fantastical enough to be cool, but just realistic enough to seem like an actual animal. Shockingly, they are actually LESS colorful than their basis, the Chromodoris. It's type is rather unique- it renders it immune to Electric-Type attacks and vulnerable to nothing save Grass! With this and its high-HP, it is thus very competitive save for this glaring weakness against relatively-common attack types. I made it a simple Water/Ground-Type creature, but only slightly more durable than you'd expect for a relatively small creature.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Okorizaru (Update)

Post by Jabroniville »

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Art by Joshua Dunlop, Adam Gipsonn & Zachary J. Binks

OKORIZARU
Role:
Powerful Ape
PL 8 (94)
Normal Version:
PL 6-7
STRENGTH 7 STAMINA 8 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Athletics 1 (+7)
Close Combat (Unarmed) 3 (+9)
Expertise (Survival) 6 (+7)
Insight 3 (+4)
Intimidation 10 (+8)
Perception 4 (+5)

Advantages:
All-Out Attack, Diehard, Evasion, Fast Grab, Fearless, Improved Critical (Unarmed) 3, Improved Hold, Improved Smash, Improved Trip, Power Attack, Prone Fighting, Startle, Takedown

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Arms" Strength-Damage +0 (Feats: Reach) [1]
Leaping 2 (30 feet) [2]

"Power Strike" Strength-Damage +2 (Inaccurate) [1]
"Fury Jabs" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting) [3]
"Vital Spirit" Immunity 2 (Sleep) [2]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Power Strike +7 (+9 Damage, DC 24)
Fury Jabs +9 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Okorizaru cannot speak to humans.
Vulnerable (Psionic Attacks)- Okorizaru's creature type leaves them vulnerable to psionic attack.
Quirk (Temper)- Okorizaru are incredibly easy to anger, and often fly into an uncontrollable rage when provoked (even if it's as simple as being awoken or startled).

Total: Abilities: 42 / Skills: 28--14 / Advantages: 15 / Powers: 12 / Defenses: 11 (94)

Era: Fantasy Worlds
Range: Nearly any terrain
Colouring: White, silver, brown, gray, black
Size: Up to 7.5 feet tall (200-650 lbs.)
Encounter Groups: Small troops (3-20)
Diet: Seeds, fruit, leaves
Tactics: Attack all-out with powerful limbs and teeth.

-Okorizaru are a rapidly-growing Ape-like species that resembles a large ball with limbs thanks to their squat, rounded torsos and incredible amounts of white fur. Easily-angered and fantastically powerful in hand-to-hand combat, they originate in faraway lands, and seem to have unarmed combat skill rivalling those of elite training schools. It appears that Okorizaru troops actually directly train their offspring in combat methods more like humans would (as opposed to simple "watch and copy" traits that most animals do). This allows them to unleash high-powered punches and kicks.

Jab's Notes: These guys actually came about via a request all the way back on the Atomic Think Tank- someone specifically wanted to see Primeape reflected in my Castellia builds, and so I gathered this together- ages before I did the more famous Hitmons & Machop lineages. Mankey & Primeape (I chose the Japanese name for Primeape since it's less silly, and sounds kinda cool) are weird Pokémon that kinda got forgotten as the years went on- the Hitmon-group got more famous, the Machamp group were ALWAYS more famous (I think they're the iconic Fighting-type Pokémon), and the Slaking group almost seems to have replaced them in concept). Seemingly less ambition went into these than most others of their generation- they're effectively round balls of fur with arms & legs, plus the noses of swine. And the evolved form is literally just the first one, but bigger. They looked rather weird, but they're a good example of a "Fighting"-type Pokémon.

-For the build, I made it less based around it's supernatural powers than just straight-up beating ass more like a Street Fighter character would. This almost fits a "Monk"-like role in a D&D world as well.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Aggron

Post by Jabroniville »

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Art by Phill-Art.

AGGRON
Role:
Horned Charger, Metallic Monster
PL 10 (108)- Minion Rank 8, Sidekick Rank 12
Normal Version:
PL 8
STRENGTH 8 STAMINA 8 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Horn) 3 (+8)
Expertise (Survival) 4 (+4)
Intimidation 11 (+11 Size)
Perception 2 (+2)

Advantages:
All-Out Attack, Diehard, Improved Critical (Horn) 2, Improved Initiative, Interpose, Last Stand (Ignore All Damage For 1 Round With HP Spent), Power Attack, Startle, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Animal Senses" Senses 2 (Acute & Extended Scent) [2]
Speed 2 (8 mph) [2]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Strength-Damage +3 [3]
"Thick Layer of Metal" Protection 5 (Extras: Impervious 11) [15]
Immunity 1 (Slam Damage) [1]

"Rock Throw" Blast 8 (Feats: Accurate 4) (20) -- [23]
  • AE: "Earth Control" Move Object 10 (Flaws: Limited to Earth & Stone) (10)
  • AE: "Natural Weapons- Horn" Strength-Damage +1 (Feats: Reach) (Extras: Penetrating 8) (10)
  • AE: Burrowing 5 (5)
Offense:
Unarmed +5 (+11 Damage, DC 26)
Horn +8 (+12 Damage, DC 27)
Rock Toss +8 (+8 Ranged Damage, DC 23)
Earthquake +8 Area (+8 Damage & Affliction, DC 23 & 18)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +13 (+6 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Aggron cannot speak to humans, nor use their hooves to easily manipulate objects.
Rivalry (Other Males)- Like moost hoofed animals, Aggron must compete with other males for mating rights.
Weakness (Poor Vision)- Aggron have poor eyesight, and often miss things unless directly in front of them, and close by. This makes them easy to startle or sneak up on.
Vulnerable (Geomancy)- As the creatures are composed of stone and metals, things affecting either will do extra effects.
Temper- Aggron are notoriously ornery, though generally timid. Most are prone to sudden charges, however most are "bluffs".

Total: Abilities: 10 / Skills: 20--10 / Advantages: 10 / Powers: 55 / Defenses: 23 (108)

Era: Fantasy Realms
Range: The Elemental Plane of Earth
Colouring: Stone-gray and metallic.
Size: Up to 12 feet long (1-6 tons)
Encounter Groups: Solitary.
Diet: Berries, roots, minerals.
Tactics: Charge at first sight of potential danger.

-The mighty Aggron are the adult form of the tiny Aron- these are enormous metallic beasts hailing from the Elemental Plane of Earth. Born with thick hides of metal over stone, they grow in size rapidly, eventually weighing several tons, feasting on a steady diet of ores and metals- they are in effect the living incarnation of the Plane of Earth, concentrating all its elements into one monster. Aggron are typically solitary, with males travelling into female territories, which overlap with theirs. Like with most hoofed animals, fights over mating privileges and territory are violent, profound affairs, especially with such might behind them. A bull Aggron is a truly incredible threat, with a long horn sticking down across its face, and two large horns pointing upwards- on the charge only the strongest dinosaurs or Dragons can match it. Their young are birthed first in egg form, appearing to be oval-shaped metal ingots with a somewhat irregular outline, with the 100-lb. infants having to break through the metallic shell with sheer force. Unusually for such large creatures, they become naturally bipedal over the course of the aging process- they are quadrupeds for most of their growth phases, only become bipedal as full adults, though most will hit all fours on the charge.

-They are sometimes adopted as guardian animals or mounts by extraplanar adventurers, especially the Djinn, as their tremendous power and durability makes them overwhelming foes. They are fairly similar to rhinos and their relatives, being temperamental creatures prone to charging at a moment's notice, and are equally difficult to tame. As such, a fully-trained Aggron is worth its weight in gold, almost literally. It is much cheaper to purchase an infant or an egg, though even then it's tricky, as the mother would typically have to be killed to ensure a baby. Only the richest will have one- there are tales of a wealthy Fire Giant King with a handful, an Ogre Tyrant riding into battle on the back of one, or a sorcerer using one as a guardian to his inner sanctum. As the creatures consume quite a lot, and will usually only eat concentrated metals, they aren't cheap to keep, either. Some owners will double up on their powers by attaching magical stones to the creatures, allowing for various elemental attacks- ones using water or ice are quite popular, as they are unexpected from such a physical threat. Better yet, feeding the creature magical metals will allow it to attain some of the magical properties therein- this is highly cost-prohibitive, but will make for a truly incredible monster.

Jab's Notes: Aggron very quickly became my favorite of the third generation of Pokemon, appearing in Ruby & Sapphire as that game's version of a Rhyhorn/Rhydon. Sporting a three-tier evolution (with the adorable Aron looking lil a cute lil' bullet with legs) and not Ground/Rock dual-weakness to Water & Grass, it was much more survivable. However, it still has a 4x weakness against Fighting or Ground, which isn't great. The huge HP and solid speed, however, makes it solid for the "meta", especially once it got a Mega-Evolution. Despite not being a Pokemon owned by any major characters in the anime, it proved popular enough to appear as a frequent choice of villainous characters (a Team Rocket Boss, a Gym Leader who became a recurring foe for a bit)- its frightening form makes it an obvious for "antagonist" Pokemon battles. It's also popular enough to earn a Mega-form, and has sorta replaced Onix/Steelix in later games as a popular "powerful creature" of focus.

-A lot of trainers in games slap TMs on their Aggron, allowing things like Ice Beam or whatever- I figured that would be a neat use of "Magic Gems" or whatever, and once I realized that the creatures actually eat metal in the game lore, I figured they could gain powers from THAT, too.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Rapidash

Post by Jabroniville »

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Art by ShadeofShinon & Fey-R.

RAPIDASH (Equus somnambuli, aka "Daymare")
Role:
Awesome Mounted Beast FROM HELL But Nicer
PL 8 (112)- Minion Rank 8, Sidekick Rank 29
Normal Version:
PL 5-6
STRENGTH 7 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 3 PRESENCE -2

Skills:
Athletis 2 (+9)
Expertise (Survival) 2 (+5)
Insight 3 (+6)
Intimidation 10 (+9 Size)
Perception 5 (+8)
Stealth 2 (+1 Size)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Great Endurance, Improved Initiative, Last Stand (Ignore All Damage For 1 Round with HP Spent), Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 (16 mph) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Large Hooves" Reach 1 [1]

"Hell-Borne Creature"
Immunity 6 (Heat, Fire Damage) [6]
"Flaming Flight" Flight 6 (120 mph) [12]
Fire Blast 6 (Feats: Accurate 3) (15) -- [16]
  • AE: Fire Aura 3 (Feats: Selective) (13)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Fire Blast +6 (+6 Ranged Damage, DC 21)
Fire Aura +8 (+3 Damage, DC 18)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Nightmares cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 7 / Powers: 46 / Defenses: 11 (112)

---

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Art by ScarletStripeArt.

RAPIDASH (Equus lisafrankii, aka "Fairy Horse")- Faewild Variant
Role:
Awesome Mounted Beast FROM HELL But Nicer
PL 8 (128)- Minion Rank 9, Sidekick Rank 35
Normal Version:
PL 5-6
STRENGTH 7 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 3 PRESENCE -2

Skills:
Athletis 2 (+9)
Expertise (Survival) 2 (+5)
Insight 3 (+6)
Intimidation 10 (+9 Size)
Perception 5 (+8)
Stealth 2 (+1 Size)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Great Endurance, Improved Initiative, Last Stand (Ignore All Damage For 1 Round with HP Spent), Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 (16 mph) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Large Hooves" Reach 1 [1]

"Faewild Creature"
"Pastel Veil" Immunity 1 (Poison) [1]
"Shudder" Senses 2 (Detect Super-Effective Attacks, Ranged) [2]
"Faerie Flight" Flight 6 (120 mph) [12]
"Psychic" Mental Blast 8 (32) -- [35]
  • AE: "Healing Wish" Healing 12 (Extras: Resurrection, Restorative) (Flaws: Side-Effect- Knocked Out -2) (24)
  • AE: "Psycho Cut" Blast 6 (12)
  • AE: Healing 8 (16)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Psychic -- (+8 Perception-Ranged Damage, DC 23)
Fire Aura +8 (+3 Damage, DC 18)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Nightmares cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 7 / Powers: 62 / Defenses: 11 (128)

Era: Fantasy Realms
Range: Mountains, Plains
Stereotypes: Evil.
Colouring: White or grey most common, rarely brown, black
Size: Up to 8 feet long (800-1500 lbs.)
Encounter Groups: Wild herds of 3-25 creatures, or mounted by sentients.
Diet: Grass & vegetation
Tactics: Flee using speed or attack all-out with powerful hooves & wings.

-The animal known as "Rapidash" over much of Castellia is not a native creature at all, but animals from the Hellish dimensions, converted into a gentler form over time spent away from their homeland. Their original forms are the infamous Nightmares, mounts to Demons and Blackguards from the pits- time has changed their fur to bright white, giving them a much less evil appearance. The creatures remain passionate and dangerous, however, and rarely allow anyone to ride them. Only the bravest of Paladins are typically seen astride such creatures, as Pegasi are much cheaper and easier to train.

-A further mutation has only recently been discovered, however- creatures that have wandered into the Faewild regions of the world's forests and jungles are said to have been mutated by proximity to such Fae creatures. Their innate magical nature made the Rapidashes more prone to absorbing some of the chaotic nature of the forests, turning them into even more unpredictable creatures with wild mane colors. Appearing almost like they were created by starry-eyed children, these variants are actually powerful Psionic beings- highly unusual among quadrupeds. These animals are solitary and have yet never been tamed- only Fae creatures and Wood Elves have proven able to ride them, and even then only for short battles or rides that end as soon as they begin, with the animal requesting they dismount. They are enigmatic even compared to other Fae creatures and the all-mysterious Unicorns, too.

Jab's Notes: Ponyta & Rapidash are classic "later" Pokemon from the first game- simple design and concept (Horse + Fire!), basic powers, a simple "bigger version" evolutionary process, little in the way of anything unique... but still kind of nice, in a simple sort of way. And really, the giant "Flaming Mane" thing just looks AWESOME. Unfortunately, they never quite captured the attention of the Pokemon writers, so they never appeared very often- the biggest appearance by far is in a single "Focus Episode" where Ash rides a Ponyta during a race, and is victorious when it evolves mid-race into Rapidash. At least they got a Galarian version in a later game, though- these "My Little Pony"-looking creatures have pink & cyan hair, and are Psychic/Fairy types!

-As D&D already has fire-horses as part of the mythos in the Nightmares, I decided to make a non-evil version of that. Upon learning they had a Galarian version, though, I figured I would make that variant as well- a more expensive Psychic-Type creature. Though it kind of covers a lot of ground that the Unicorn does (given that it's... well, a unicorn, that makes sense). One thing I notice is that these are among the most striking "Shiny" variants- the normally red & orange flames of the creatures now burn bright BLUE, making them a very unique color change (a great many in the show are pretty plain "slightly different color" variants).

Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Rayquaza

Post by Jabroniville »

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Art by Arvalis & CatAndCrown.

RAYQUAZA
Role:
Serpentine Dragon
PL 12 (155)
STRENGTH
10 STAMINA 13 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 4 PRESENCE -3

Skills:
Close Combat (Claws) 1 (+11)
Expertise (Survival) 5 (+7)
Intimidation 10 (+7, +10 Size)
Perception 6 (+10)
Ranged Combat (Breath Weapon) 8 (+10)
Stealth 10 (+13, +7 Size)

Advantages:
All-Out Attack, Fast Grab, Great Endurance, Improved Critical (Breath Weapon), Improved Hold, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 2

Powers:
"Draconic Senses" Senses 7 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Extended Hearing) [7]
"Draconic Healing" Regeneration 2 (Feats: Regrowth, Diehard) [4]
Immunity 3 (Drowning, Cold, Pressure) [3]
"Consume Moisture in the Atmosphere" Immunity 2 (Starvation & Thirst) [2]
"Air Lock" Immunity 5 (Weather Effects) [5]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]
Movement 1 (Slithering) [2]

"Draconic Movement"
Flight 6 (120 mph) (Flaws: Winged) (6) -- [7]
  • AE: Swimming 6 (6)
"Draconic Attacks"
"Dragon Ascent" Blast 10 Linked to Affliction 10 (Toughness; Impaired Toughness/Disabled Toughness) (Extras: Ranged) (Flaws: Limited Degree) (30) -- [33]
  • AE: "Dragon Breath" Fire Blast 12 (24)
  • AE: "Dragon Dance" Affliction 10 (Fighting Skill; Impaired Attacks & Vulnerable/Disabled Attacks & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree) (20)
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating) (4)
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Claws +11 (+12 Damage, DC 27)
Fire Blast +10 (+12 Ranged Damage, DC 27)
Dragon Ascent +10 (+10 Ranged Damage & Affliction, DC 25 & 20)
Dragon Dance +10 Area (+10 Affliction, DC 20)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +13, Fortitude +13, Will +10

Complications:
Disabled (Animal)- Rayquaza may not speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: 28 / Skills: 40--20 / Advantages: 10 / Powers: 78 / Defenses: 19 (155)

-The mysterious Dragons known as Rayquazas hail from a distant land on Castellia- one rarely-seen by most adevnturers in the other continents. Their origins are unknown- it's likely that they hail from another dimension, as many Dragons do, but one far from even ones that commonly produce Dragons, as even most Dragons know not where Rayquazas come from. They are serpentine Dragons with only their upper limbs, resembling Coatls with their bright colors and markings- most commonly, they are green with yellow markings. Other colorations are red with green and black with yellow. Some would mistake them for Linnorms, which are also serpentine, two-limbed creatures, but those look far more ancient and haggard.

-Rayquazas are known for their concern with Animal Spirits- though not nearly as intelligent as other Dragons, they are extremely perceptive, and will interject in affairs when Animal Spirits grow out of control- they have been observed attempting to stifle the conflict between the giants Groudon & Kyogre, for example. It is thought that they might hold the key to stopping the onslaught of the Beast-Kin, and some adventurers have traveled to their homeland in hopes of appealing to them. Rayquazas are so rare that most think they are only a single creature, if they know of them at all, as nobody has seen more than one in the same place- this can lead to debates when travellers indicate different color schemes for the creatures. Rayquazas are known to stay in the upper atmosphere, where few creatures can encounter them- this makes them a bit sacred to Cloud Giants who've traveled this far.

-In battle, the creatures are incredibly strong- their attacks effect not only their foes' base toughness, but can soften their defenses, making follow-up attacks even more devastating. This, tied with their regenerative capabilities, makes them extremely dangerous during prolonged battles.

Jab's Notes: Rayquaza is the signature Pokemon of "Pokemon Emerald", the third game in the Ruby/Sapphire series (most Poke-games have a third one released a couple years later that "completes" the story and gives Nintendo more money). You could find him in Ruby/Sapphire, but only after already completing the game by defeating the League Champion and Elite Four (which I never quite got around to doing- too much grinding). I was always impressed with this design- Pokemon can over-use the "Generic Dragons" at points, so this Coatl-inspired serpentine one really stood out, and he felt important because of the quest you had to undergo to capture him.

-"Dragon Ascent" is a signature move unique only to Rayquaza (though oddly was invented in later generations- it's a Blast/Defense-lowering Affliction. I typically have ignored such Afflictions entirely in my builds, and I'm never sure if that's a good idea or not. I honestly never used such powers when playing the game, as usually you either had a type-advantage or you were more experienced than your foe. Any battle long enough to see the worth in "Lowering ____'s Defense!" typically just saw your Pokemon getting knocked out because you spent so many turns trying to lower the other guy's stats. Like, it's a weird risk/reward thing. But for a truly powerful creature like this, I can at least see the point.

-Overall, I made Rayquaza a PL 11-12 creature. Not as tough as I made Groudon & Kyogre, because I wanted a less epic "Singular Creature" and more of a species of Dragons.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Castellia- A Fantasy Setting (Aggron! Rapidash! Rayquaza!)

Post by Spectrum »

The Fire-Breathing Parasaurolophus Theory

Pretty interesting video that made me think of this project.
We rise from the ashes so that new legends can be born.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Aggron! Rapidash! Rayquaza!)

Post by Jabroniville »

Spectrum wrote: Wed Jul 07, 2021 2:28 am The Fire-Breathing Parasaurolophus Theory

Pretty interesting video that made me think of this project.
Ohhhhhhhhh wow- I was partway through the bit on Gish when I was like "Wait, it this THAT Gish?" and indeed it was. The accidental namer of his unique bullshit "debating style", just peppering someone with so many lies in a row that he can't be refused and he looks right.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Vulpix & Kitsune

Post by Jabroniville »

Image

Art by Joshua Dunlop.

VULPIX
Role:
Solitary Hunter, Elemental Creature
PL 7 (57)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 0
STRENGTH -3 STAMINA -2 AGILITY 3
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 4 (+2)
Expertise (Hunter) 3 (+5)
Insight 2 (+4)
Perception 4 (+6)
Ranged Combat (Fire) 6 (+6)
Stealth 1 (+4, +8 Size)

Advantages:
Close Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 (8 mph) [2]
"Teeth" Strength-Damage +1 [1]
"Flash Fire" Immunity 10 (Fire Effects) [10]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) -- (3 feet) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

Fire Blast 7 (14) -- [16]
  • AE: "Flamethrower" Damage 6 (Extras: Area- 30ft. Line) (12)
  • AE: "Spiritual Attack" Damage 6 (Extras: Will Save) (12)
Offense:
Unarmed +5 (-3 Damage, DC 12)
Teeth +5 (-2 Damage, DC 13)
Fire Blast +6 (+7 Ranged Damage, DC 22)
Flamethrower +6 Area (+6 Damage, DC 16)
Spiritual Attack +5 (+6 Will Damage, DC 21)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness -2, Fortitude +1, Will +2

Complications:
Disabled (Animal)- Foxes cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: -2 / Skills: 20--10 / Advantages: 1 / Powers: 44 / Defenses: 4 (57)

Era: Modern Day
Range: Fantasy Worlds
Stereotypes: Sly, sneaky. Sometimes lovably-so.
Colouring: Red/purple, Orange
Size: Up to 4 feet long (6.5-24 lbs.)
Encounter Groups: Solitary or small family groups (2 adults with kits or helper females)
Diet: Rodents, lagomorphs, small prey
Tactics: Large pounce with both front feet. Fire powers.

-Vulpix is a well-known juvenile form of a much rarer creature- they are foxes mutated by proximity to Ley Lines and other magical energy points, being given incredible fire powers. Their multiple tails indicate their magical nature even to those ignorant of their true power, and are highly-prized as magical trinkets and decorative clothing. The single tail sprouts multiples shortly after birth, and peaks at six in this form. Many are unaware the creatures have a more powerful "adult" form, as many never move beyond fox-sized. They are sacred creatures to many forest-folk, though quite dangerous in wooded areas thanks to their fire-casting abilities.

Image

Art by Arvalis.

KITSUNE
Role:
Solitary Hunter, Elemental Creature
PL 10 (143)- Minion Rank 10, Sidekick Rank 29
Normal Version:
PL 0
STRENGTH 2 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 4 PRESENCE 0

Skills:
Athletics 10 (+12)
Expertise (Hunter) 5 (+9)
Insight 6 (+10)
Perception 4 (+8)
Ranged Combat (Fire) 10 (+10)
Stealth 1 (+5)

Advantages:
Accurate Attack, Close Attack, Evasion, Hide In Plain Sight, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 4 (32 mph) [4]
"Teeth" Strength-Damage +1 [1]
Immunity 3 (Aging, Poison, Disease) [3]
"Invisibility" Concealment 2 (Vision) [4]
"Flash Fire" Immunity 10 (Fire Effects) [10]

Fire Blast 10 (Extras: Multiattack) (30) -- [33]
  • AE: "Flamethrower" Damage 8 (Extras: Area- 30ft. Line) (16)
  • AE: "Spiritual Attack" Damage 10 (Extras: Will Save) (20)
  • AE: "Ghost Walk" Insubstantial 4 (20)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Teeth +8 (+3 Damage, DC 18)
Fire Blast +10 (+10 Ranged Damage, DC 25)
Flamethrower +8 Area (+8 Damage, DC 23)
Spiritual Attack +8 (+10 Will Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +8

Complications:
Disabled (Animal)- Foxes cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 6 / Powers: 61 / Defenses: 16 (143)

Era: Modern Day
Range: Fantasy Worlds
Stereotypes: Sly, sneaky. Sometimes lovably-so.
Colouring: White
Size: Up to 4 feet long (6.5-24 lbs.)
Encounter Groups: Solitary or small family groups (2 adults with kits or helper females)
Diet: Rodents, lagomorphs, small prey
Tactics: Large pounce with both front feet. Fire powers.

-Kitsune are legendary, rarely-seen creatures thought to be magical spirits. In fact, they are a heightened, adult form of the more common Vulpix. Very rarely, a Vulpix will age into a final, adult stage, which features nine tails over three, and much greater size. Kitsune are very intelligent animals, and are known to place "curses" on individuals who mistreat them. Thought to be immortal, these animals actually live for up to 1,000 years, and are held sacred by many forest creatures. As one of the largest predators to inhabit regular forests, they are well-respected by Wood Elves, Centaurs and Fae creatures, many of whom either worship the creatures or keep them in elevated positions in their communities. Kitsune are known to be very nomadic, and often leave protected areas, even where they have close allies- a wanderlust simply overtakes them and they move on. This can have varied effects on communities where they reside- most with good knowledge of the creatures understand this trait, though some take it worse than others.

-Kitsune are capable of turning invisible, making them nigh-impossible to track. Because of this, centuries went by before the wider world became aware of Arctic variants of the creature.

Jab's Notes: When debating "Which Pokemon is the cutest?", one could easily make the case for lil' Vulpix here. A Pokemon I'd have used a lot if it had been available earlier in the friggin' game, it's ADORABLE- just a little fluffy fox with a huge bunch of tails and big dark eyes. Vulpix & Ninetails are comparable to Growlithe & Arcanine, as they are Fire Types based off of Japanese folklore (Shiisa for Arcanine; Kitsune for Ninetails) who only appear in one game and not the other- to get both, you'd have to trade with a friend who had the other version of the game. Vulpix became rather well-used in the anime, though mostly as a cute "Mascot"- Brock obtained one from another trainer and consistently used it for years until he eventually gave it back- it was cute and sometimes used for physical comedy against other characters, but wasn't a major force in battles. Its role of "Adorable Four-Legged Creature With Dot Eyes" is usually taken up by Eevee and its evolutions, but even so, Vulpix has some cred- like most of the popular "First 151" Pokemon, it got an Alolan version.

-Unusually, Vulpix can learn a few Ghost-Type moves, as Kitsune are legendary shapechangers and spirits in legend. Brock used a Vulpix in the anime, but it was only a minor character, more often used for pampering and "Contest" stuff than actual fighting.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Vulpix & Kitsune (Ice Forms)

Post by Jabroniville »

Image

Art by Minielche.

VULPIX- Ice Form
Role:
Solitary Hunter, Elemental Creature
PL 7 (58)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 0
STRENGTH -3 STAMINA -2 AGILITY 3
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 4 (+2)
Expertise (Hunter) 3 (+5)
Insight 2 (+4)
Perception 4 (+6)
Ranged Combat (Ice) 6 (+6)
Stealth 1 (+4, +8 Size)

Advantages:
Close Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 (8 mph) [2]
"Teeth" Strength-Damage +1 [1]
"Mist" Concealment (Vision) 2 (Extras: Area- 30ft. Cloud +2, Attack) [10]
Immunity 1 (Cold) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) -- (3 feet) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

Ice Blast 7 (14) -- [16]
  • AE: "Aurora Beam" Damage 6 (Extras: Area- 30ft. Line) (12)
  • AE: "Spiritual Attack" Damage 6 (Extras: Will Save) (12)
Offense:
Unarmed +5 (-3 Damage, DC 12)
Teeth +5 (-2 Damage, DC 13)
Ice Blast +6 (+7 Ranged Damage, DC 22)
Aurora Beam +6 Area (+6 Damage, DC 16)
Spiritual Attack +5 (+6 Will Damage, DC 21)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness -2, Fortitude +1, Will +2

Complications:
Disabled (Animal)- Foxes cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: -2 / Skills: 20--10 / Advantages: 1 / Powers: 45 / Defenses: 4 (58)

Era: Modern Day
Range: Fantasy Worlds
Stereotypes: Sly, sneaky. Sometimes lovably-so.
Colouring: Red/purple, Orange
Size: Up to 4 feet long (6.5-24 lbs.)
Encounter Groups: Solitary or small family groups (2 adults with kits or helper females)
Diet: Rodents, lagomorphs, small prey
Tactics: Large pounce with both front feet. Fire powers.

---

Image

Art by Issey-Lu.

KITSUNE- Ice Form
Role:
Solitary Hunter, Elemental Creature
PL 10 (148)- Minion Rank 10, Sidekick Rank 30
Normal Version:
PL 0
STRENGTH 3 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 4 PRESENCE 0

Skills:
Athletics 10 (+12)
Expertise (Hunter) 5 (+9)
Insight 6 (+10)
Perception 4 (+8)
Ranged Combat (Fire) 10 (+10)
Stealth 1 (+5)

Advantages:
Accurate Attack, Close Attack, Evasion, Hide In Plain Sight, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 4 (32 mph) [4]
"Teeth" Strength-Damage +1 [1]
Immunity 3 (Aging, Poison, Disease) [3]
"Invisibility" Concealment 2 (Vision) [4]
"Mist" Concealment (Vision) 2 (Extras: Area- 30ft. Cloud +2, Attack) [10]
Immunity 1 (Cold) [1]

"Blizzard" Snare 8 (32) -- [36]
  • AE: Ice Blast 10 (Extras: Multiattack) (30)
  • AE: "Aurora Beam" Damage 8 (Extras: Area- 30ft. Line) (16)
  • AE: "Spiritual Attack" Damage 10 (Extras: Will Save) (20)
  • AE: "Ghost Walk" Insubstantial 4 (20)
Offense:
Unarmed +8 (+3 Damage, DC 18)
Teeth +8 (+4 Damage, DC 19)
Ice Blast +10 (+10 Ranged Damage, DC 25)
Aurora Beam +8 Area (+8 Damage, DC 23)
Spiritual Attack +8 (+10 Will Damage, DC 25)
Blizzard +8 (+7 Ranged Affliction, DC 18)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +8

Complications:
Disabled (Animal)- Foxes cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 44 / Skills: 36--18 / Advantages: 6 / Powers: 65 / Defenses: 16 (148)

-The little-seen Arctic variant of the Vulpix & Kitsune have only recently been known to the wider world of Castellia after an adventuring party returned with one- until then, only isolated communities had ever seen them, and they were mostly only whispered-about rumors of some kind of invisible predator. These magical beasts are beings of ice, not fire. They would be highly-sought after by Frost Giants and other creatures, but are either incredibly rare or just too hard to spot.

Jab's Notes: Like many mega-popular Pokemon of the earliest generation, Vulpix/Ninetails got an Alolan variant- as with others, this expanded the rare Ice-Types by making ICE-powered Fox Pokemon! And as a sign of just how important Vulpix was, Ash's female companion Lillie obtained an Alolan variant, which went on to become a major Pokemon.
SolarOracle
Posts: 549
Joined: Thu Feb 14, 2019 11:01 am

Re: Castellia- A Fantasy Setting (Aggron! Rayquaza! Vulpix & Ninetails!)

Post by SolarOracle »

I always thought it was pretty brillaint for the alternate form of Ninetales to get Fairy type, since it fits really well thematically. Hell, I was even hoping the original Ninetales would get retyped so he gained it as a secondary type back when they added it in gen 6, but sadly that didn't happen.

I remember having a lot of fun using an Alolan Ninetales on my Sun and Moon playthrough, since it has a pretty decent special attack stat, could learn Aurora Veil, which was an insanely good utility move, and could have Snow Warning as an Ability.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Frosmoth

Post by Jabroniville »

Image
Image
Image
Image

Fanart by Nino Pommelin, D-O-9 Bessa & MCGmark.

FROSMOTH
Role:
Ice Moth
PL 8 (111)
STRENGTH
-1 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 8 (+8)
Intimidation 6 (+3)
Perception 6 (+6)
Ranged Combat (Cold) 2 (+8)

Advantages:
Improved Initiative, Ranged Attack 6

Powers:
"Giant Insect"
Flight 3 (16 mph) (Flaws: Winged) [3]
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling, Environmental Adaptation- Arctic) [4]
Immunity 1 (Cold) [1]
Environment 4 (Vision 2, Cold 2) [8]
"White Fur" Concealment 2 (Vision) (Flaws: Limited to in Icy Habitats) [2]

"Ice Magic"
"Cold Touch" Damage 1 (Reaction +3) [4]
"Aurora Veil" Immunity 10 (Energy Damage) (Extras: Affects Others) (Flaws: Limited to Half-Effect, Fades) [5]

"Blizzard" Damage 8 (Extras: Area- 60ft. Cone) Linked to Concealment 2 (Vision) (Extras: Attack +0, Cone Area) Linked to Snare 6 (Extras: Cone Area) (Flaws: Touch Range) (40) -- [44]
  • AE: "Aurora Beam" Blast 8 (16)
  • AE: "Bug Buzz" Blast 6 Linked to Weaken Toughness 6 (Extras: Ranged, Affects Objects) (30)
  • AE: "Hailstorm" Damage 6 (Extras: Area- 60ft. Burst +2) (18)
  • AE: "High Winds" Features (Fires Blow Out, Arrows Go Off-Course, etc.)
Offense:
Unarmed +5 (-1 Damage, DC 14)
Aurora Beam +8 (+8 Ranged Damage, DC 23)
Bug Buzz +8 (+6 Ranged Damage & Weaken, DC 21 & 16)
Hailstorm +6 Area (+6 Damage, DC 21)
Blizzard +8 Area (+8 Damage & +6 Affliction, DC 23 & 16)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +4

Complications:
None

Total: Abilities: 10 / Skills: 22--11 / Advantages: 7 / Powers: 74 / Defenses: 9 (111)

-Frosmoths are another magical creature found in the arctic regions of Castellia- often going unnoticed because their soft-furred, white bodies blend in perfectly with fresh snow, they are among the only insects capable of survival in the harshest winters. Their beautiful, silky fur makes them a preferred source of elaborate winter wear for the very rich- it is very common for Frost Giant queens and mages to wear Frosmoth fur as lining, cuffs, and the outer trim of their cloaks and dresses. Thought hunted, Frosmoths are deadly adversaries, and are very defensive of their territory- males will battle for breeding rights, so the creatures are very experienced in combat. Aggressors will be met by focused blizzards, windstorms, painful hail, bursts of cold energy and freezing energy. They are even frozen to the touch- those grasping them unarmed risk severe frostbite and cellular damage just from contact. They can also reduce the effectiveness of energy and magical attacks headed their way, though this "Veil" of Ice Magic soon fades- it's typically formed as a means of temporary survival until the creature escapes.

-Frosmoths are magically-empowered butterflies and moths- like those, they have a metamorphosis-based breeding cycle, in which crawling caterpillars form cocoons, transforming into their adult appearance. In this case, the connection between the beautiful Frosmoths and the ice-encrusted "Snoms" was unknown for many years. The Snoms are caterpillars about two feet long, with soft white faces and extremely hard, icy shells with blunt-edged spikes around their bodies. These bullet-shaped creatures burrow beneath the snow & ice, generally consuming moss, lichen and other plants that exist in the Transvaal and other cold regions. When the creatures reach the end of this cycle, they use their magical ice-powers to spin frosty "cocoons" around themselves, at which point they take adult form. These cocoons are often found deep inside caves or in protected areas, and as such few have seen them. Most would mistake them for natural phenomena.

Jab's Notes: See, now THIS is the kind of "New Pokemon" I like to see- something inventive, cool-looking, and unique! An ultra-rare Bug/Ice dual-type, Frosmoth has a very beautiful appearance, looking furry and soft, yet that inhuman bug-like appearance that could be somewhat off-putting or threatening. The unique nature of them, combined with looking just enough like a real animal, is classic "D&D" and allowed me to create a big life cycle thing that makes doing these so fun sometimes. With some Pokemon I'm really at a loss, but these things make it easy, and also create a fairly unique creature for the setting- if I ran a game in Castellia or just released my own game-world, I'd gladly include something like this, just swapping out the name.

-Frosmoths are new as of 2019, and apparently haven't appeared in the fiction at all, which is too bad. Best of all, these are kinda based off of real things- Arctic Moths exist far, far up north as high as Greenland, Baffin Island, and more. They aren't usually bright white, nor do they have magical powers, but they're among the most northerly of insect life.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Tropius

Post by Jabroniville »

Image
Image
Image

Fanart by Mr. Redbutcher & Abraham David.

TROPIUS
Role:
Flying F***ing Sauropod!
PL 10 (138)- Minion Rank 10, Sidekick Rank 28
Normal Version:
PL 8-9
STRENGTH 8 STAMINA 10 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 4 (+5)
Intimidation 10 (+8, +10 Size)
Perception 4 (+5)
Ranged Combat (Grass Attacks) 6 (+10)
Stealth +0 (-8 Size, +4 Grasslands)

Advantages:
Accurate Attack, Interpose, Power Attack, Ranged Attack 4, Withstand Damage

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 2 (8 mph) [2]
"Long Neck & Tail" Reach 3 [3]
"Leaf Wings" Flight 5 (60 mph) (Flaws: Winged) [5]

"Dino-Sized" Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Strength-Damage +2 [2]
"Armoured Back" Protection 1 (Extras: Impervious 9) [10]

"Grass-Type Magical Creature"
Immunity 10 (Water Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 10 (Plant Effects) (Flaws: Limited to Quarter-Effect) [5]
Movement 1 (Environmental Adaptation- Forests) [2]
Enhanced Skills: Stealth 12 (+8) (Flaws: Limited to Forests & Grassland) [3]

"Solar Beam Stream" Damage 10 (Extras: Area- 30ft. Line) (Quirks: Cannot Attack In the Round Before) (29) -- [36]
  • AE: "Solar Beam" Blast 12 (Feats: Penetrating 6) (Inaccurate -1, Quirks: Cannot Attack In the Round Before) (28)
  • AE: "Razor Leaf" Blast 8 (Feats: Improved Critical) (Extras: Multiattack) (25)
  • AE: "Stun Spore" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (28)
  • AE: "Poison Powder" Weaken Stamina 6 (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (18)
  • AE: "Sleep Powder" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (28)
  • AE: "Tail Lash" Damage 9 (Extras: Area- 30ft. Burst) (18)
  • AE: "Dinosaur Stampede!" Damage 9 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Movement Path) (9)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Solar Beam +8 (+12 Ranged Damage, DC 27)
Solar Stream +10 Area (+10 Damage, DC 25)
Razor Leaf +10 (+8 Ranged Damage, DC 23)
Stun Spore & Sleep Powder +6 Area (+6 Ranged Affliction, DC 16)
Poison Powder +6 Area (+6 Ranged Weaken, DC 16)
Area Attacks +9 (+9 Damage, DC 24)
Initiative -1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+5 Impervious), Fortitude +11, Will +6

Complications:
Disabled (Animal)- Tropius cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Fire, Ice, Rock & Poison Damage)- Tropius creature type leaves it vulnerable to certain types of attack. Even Bird-like creatures do extra damage.

Total: Abilities: 10 / Skills: 16--8 / Advantages: 8 / Powers: 90 / Defenses: 19 (135)

Era: Fantasty Worlds
Range: Deep Forests
Colouring: Green, Brown, Yellow
Size: Up to 39 feet long (10-25 tons)
Encounter Groups: Solitary or Small Clusters
Diet: Plants
Tactics: Stunning with Powders, then attacking downed creatures or Blasting away.

-Tropius is the name given to the large, Sauropod-like creatures that inhabit the Dark Continent's most dense rainforests. Enormous, powerful, and even capable of flight- they are some of the world's strongest herbivores. They are unusual in that they have plant-like attributes- their "wings" are made of plant matter (appearing to be massive palm leaves), and fruits grow from their necks, based off of the diet of the creature. It is believed that proximity to powerful ancient magicks in the region has mutated these sauropods into magical creatures.

-Tropius give birth to six-foot-long young, which then join their family group on long journeys between fruit groves. Travelling either alone or in packs, Tropius have effective strategies against nearly any kind of opponent (most things they can't out-fight, they can out-fly)- only Dragons and Great Wyverns are known to prey upon adults. As fruitful creatures, they are sometimes found and followed around by tribes of sentient beings, some of whom worship them as great providers. These beings can even be "adopted" into the creatures' family groups, and each will defend the other.

Jab's Notes: Tropius was a pretty sweet-looking Pokémon from the 3rd Generation of games- despite being your typically-goofy undersized Poké-creature (it's a Sauropod and it only weighs a couple hundred pounds?). It could Fly and use Grass-type attacks, making it pretty useful, though of course it suffered from a ton of different attacks, making it pretty non-competitive at high levels. It's also the only Pokémon of its lineage, which is incredibly disappointing- to me, a design like this could have EASILY been one generation's Starter Pokemon, starting off with a cute version, then ending up with a giant version of this. I mean, it's that good of a design. Alas, others are not that enamored with it, as it only rarely appears in the anime and the fandom doesn't focus on it. To competitive players, it could be handy as a tank-y "Seed"-using drain-type creature, but is notably worse than Tangela at the same tactic, and loses out to more things. My version is notably MUCH larger than the video game version, though the other one could easily be made from my Europasaurus build- this is a full-on adult, and is essentially a Saltasaurus with Poké-Abilities tossed on.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Golduck

Post by Jabroniville »

Image
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Art by Joshua Dunlop.

GOLDUCK
Role:
Psychic Powerhouses
PL 8 (64)- Minion Rank 2, Sidekick Rank 3
Normal Version:
PL 5-6
STRENGTH -2 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+7)
Close Combat (Unarmed) 2 (+6)
Expertise (Survival) 4 (+4)
Perception 4 (+8)

Advantages:
Close Attack 2

Powers:
"Animal Senses" Senses 3 (Extended Scent, Low-Light & Extended Vision) [3]
Flight 3 (16 mph) (Flaws: Winged) [3]
"Semi-Aquatic" Movement 1 (Environmental Adaptation- Aquatic) [2]
"Flappy Attack" Strength-Damage +1 [1]
Immunity 5 (Weather Effects) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) -- (3 feet) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

"Psychic Pulse" Damage 8 (Extras: Will-Based, 30ft. Burst) (24) -- [29]
  • AE: "Psychic Blast" Blast 6 (Extras: Will-Based, Perception-Ranged) (24)
  • AE: "Psychokinesis" Move Object 5 (10)
  • AE: "Water Gun" Blast 5 (Feats: Accurate 3) (13)
  • AE: "Confuse Ray" Affliction 6 (Will; Dazed/Stunned/Transformed to Confused State) (Extras: Ranged, Progressive +2) (24)
  • AE: "Damp" Nullify Explosions 10 (Extras: Area- 30ft. Burst) (20)
Offense:
Unarmed +6 (-1 Damage, DC 14)
Psychic Blast -- (+6 Perception-Ranged Damage, DC 21)
Psychic Pulse +8 Area (+8 Damage, DC 23)
Water Gun +6 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their wings & beaks to easily manipulate objects.
Vulnerable (Darkness-Based Moves)

Total: Abilities: -8 / Skills: 20--10 / Advantages: 2 / Powers: 52 / Defenses: 8 (64)

Era: Modern Day
Range: Oceanic coasts
Stereotypes: Stupid and ill-mannered (young); proud and dangerous (adult)
Colouring: Yellow, brown, gold, blue.
Size: Up to 3 feet tall.
Encounter Groups: Small packs of 1-30.
Diet: Small sealife, fish.
Tactics: Flee, or lash out with psionic powers.

-Much-disdained by those unfortunate enough to harrass them, the Golducks are powerful psionic creatures that can be quite lethal, despite their largely harmless appearance. These large, bipedal duck-like creatures are usually peaceful and harmless, feeding on small shrimp and invertebrates. However, when provoked, they will lash out with tremendous psionic power, damaging minds within a thirty-food radius of themselves. Their golden-hued young are known for suffering from agonizing headaches, which can only be lessened by powerful psychic "outbursts" that can leave dozens of people unconscious if they're in the wrong proximity- though rarely lethal (unless you were swimming nearby), this is considered quite annoying. Golducks themselves are generally blue and quite noble, while their young are infamous for their dumbfounded expressions and behavior.

-Despite resembling ducks, with their large bills and aquatic nature, these are not closely related- they are singular monsters, possessing psionic powers, immunity to weather, and a curious ability to nullify any explosions in their proximity. They typically move about coastlines with easy access to both land and water, as they feed in the water and lay their eggs on land, defending their nests with their psychic powers.

Jab's Notes: Psyduck is a duck/platypus-like Pokemon most famous for its appearance in the anime series, in which it was a weird doofus Pokemon of Misty's, frequently giving out a confused "PSYYYY--???" and using overwhelming psychic power to wipe out entire rooms full of adversaries. Despite its psionic nature, it's a Water-Type Pokemon with a good number of Psychic-based moves. Golduck rarely appears in the TV series at all, owing to its less-humorous appearance- most appearances are as a rival trainer's Pokemon in a single episode (or in one, the romantic rival of another Pokemon), or as a "Background Pokemon" (which is the sign of a Pokemon with a dull appearance and non-amazing power, which makes it ideal "filler"). The blue Golduck is a bit like the Japanese myth of the Kappa. I like the "Shiny" version of Psyduck, which is bright turquoise. The variant of Golduck, however, is just a brighter shade of blue.

-I made it a pretty powerful PL 8 Psionic with lower defenses- only PL 4 defensively. This makes them dangerous on offense, but easily beaten if you can take their massive Will-affecting Area Attacks. For this update, I have thrown in its abilities "Damp" (makes Pokemon unable to explode- a Nullify effect here) and "Cloud Nine" (Immunity to the effects of weather- a recurring thing in later games).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kadabra

Post by Jabroniville »

Image
Image
Image
Image

Art by Joshua Dunlop & MikaDove.

KADABRA
Role:
Psychic Monster
PL 9 (128)
Normal Version:
PL 2-3
STRENGTH -2 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -2

Skills:
Athletics 4 (+2)
Expertise (Survival) 4 (+6)
Insight 4 (+6)
Intimidation 6 (+2 Size)
Perception 8 (+10)
Stealth 2 (+6 Size)

Advantages:
Defensive Attack, Eidetic Memory, Fearless, Improved Initiative 2, Power Attack, Ranged Attack 8

Powers:
"Psychic Senses" Senses 3 (Mental Awareness- Ranged, Acute) [3]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Mind Reading 5 [10]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]
"Psionic Shield" Force Field 3 [3]

"Psychic" Mental Blast 9 (36) -- [43]
  • AE: "Psy-Beam" Blast 10 Linked to Affliction 10 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: Unreliable) (30)
  • AE: "Confuse Ray" Affliction 9 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Perception Range +2) (27)
  • AE: "Hold Monster" Affliction 9 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (27)
  • AE: Teleport 5 (10)
  • AE: "Psychokinesis" Move Object 7 (Extras: Perception Range) (21)
  • AE: "Recover" Healing 8 (Extras: Restorative, Energizing) (Flaws: Limited to Self) (24)
  • AE: "Disable" Affliction 9 (Will; Impaired Move/Disabled Move/Transformed to Powerless) (Extras: Perception Range +2) (Flaws: Limited to one Random Move) (18)
Offense:
Unarmed +2 (-2 Damage, DC 13)
Psychic +9 Perception (+9 Perception Will Damage, DC 24)
Psy-Beam +8 (+10 Ranged Damage & Affliction, DC 25 & 20)
Confuse Ray, Disable & Hold Monster +9 Perception (+9 Perception Affliction, DC 19)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +2 (+5 Force Field), Fortitude +4, Will +8

Complications:
Disabled (Animal)- Kadabra cannot speak to humans.
Vulnerable (Bug, Ghost & Dark Attacks)- Kadabra's creature type leaves it vulnerable to the attacks of insect-like creatures, Ghosts & Darkness.
Weakness (Psionic Movement)- Kadabra have great psionic powers, but weak muscles. If it's psionic powers were somehow disabled, it would become unable to move itself- as it floats and even holds it's own enlarged brain up via psychokinesis.

Total: Abilities: 6 / Skills: 28--14 / Advantages: 14 / Powers: 74 / Defenses: 19 (128)

Era: Fantasy Realms
Range: Nearly any terrain
Colouring: Yellow, orange, ochre
Size: Up to 4 feet tall (30-75 lbs.)
Encounter Groups: Solitary
Diet: Berries, psionic energies of living beings.
Tactics: Avoid & flee if possible, attacking with Psionic Powers.

-Kadabra are among the most highly powerful Psychic Creatures in Castellia. They are far more numerous than other Psychic creatures like Mr. Mimes and Jynxes, but not as much as the monstrous Jigglypuffs. They start out as fairly plump, cherubic creatures with their eyes almost perfectly closed, who almost never seem to move, as they consume matter by psychokinetically moving it towards themselves rather than catching it. This near-immobility renders them physically quite weak, even in adult forms, as they often need their considerable psionic powers to hold themselves. They age into taller, scrawnier creatures about half as tall as a grown man, having a humanoid body type but very large heads. Long mustaches of hair grow underneath their noses, given them a wisened appearance- many are often mistaken for otherworldly sorcerers.

-Kadabra are considered sacred to Violet Mages (Psionicists)- many of their training schools and orders contain these creatures as pets, mascots or trainers' aides. Infants are cared for and adults train along with apprentice mages. This makes them appear more common than they actually are, though they are a shy species that often deftly avoids passerby owing to their psychic senses and psychokinetic powers.

Jab's Notes: I combined Abra, Kadabra and Alakazam together to make this build- a very weak, but highly-dangerous psionic creature- Kadabra is probably the best name in the bunch (and sounds more like something a creature would actually be called). It's more powerful than any psionic creature I've built so far, and would be incredibly-hard for PL 8-ish heroes to bring down, despite it's Glass-Cannoniness.

-I remember Abra were THE Psychic Pokemon to get in the first game. They were one of the first you encountered, gained power very well, and were one of the first Pokemon that were really, really hard to catch. As brand-new Abras had "Teleport", if you were too slow, they would almost immediately leave the battle, so you'd never catch one. The trick was to have a fast enough Pokemon to get Initiative, and REALLY hope that your thrown Pokeball would have a chance. As you usually didn't have excellent Pokeballs at that point, it was a very small chance you'd get one, so it felt quite "earned" and lucky when you finally did via persistence. As Psychic-Types were WAY overpowered in that first generation, Abra pretty quickly became central to most players' Main Six, I think, just crushing most of the other types. Subsequent games calmed that overpowering down, but they remained as the most iconic base "Psychic-Type" out there, though Mew & Mewtwo were of course far more well-known, important and popular.

-In Japan, the line is all named for famous magicians, Edward Casey, Uri Gellar and Harry Houdini. These are naturally quite Japanified- most wouldn't guess "Foodin" was "Houdini", for example. Curiously, they don't feature that much in the show- only one major Trainer has ever used them and they are mostly backgrounders, though each of the three Evolution stages has appeared. Alakazam was big enough to receive a Mega-Evolution (making its mustache enormous). Both Kadabra & Alakazam hold spoons for Uri Gellar's famous "Spoonbending" trick- an act of sleight of hand that fooled many rubes into thinking Gellar had legit psychic powers- James Randi and others have debunked this and explained how it's done, but Gellar was a great showman and appeared humble enough that even his weak denials managed to work.
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