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

Slime Drake

Post by Jabroniville »

Image
Image

Fanart by WereBudgie.

SLIME DRAKES
Role:
Stupider Dragons, Elemental Beasts
PL 9 (129)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Close Combat (Claws) 2 (+9)
Expertise (Survival) 4 (+6)
Intimidation 11 (+8, +9 Size)
Perception 6 (+8)
Stealth 3 (+6, +3 Size)

Advantages:
All-Out Attack, Fast Grab, Great Endurance, Improved Critical (Slime Attack), Improved Disarm, 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]
"Dragon's Legs" Speed 3 (30 mph) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]
"Arthropod Hunters" Immunity 1 (Poison) [1]
"Slimy Body" Snare 4 (Extras: Reaction +3) (Flaws: Touch Range) [24]
"Resistant to Elements" Immunity 10 (Grass & Water Damage) (Flaws: Limited to Half-Effect) [5]

"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Draconic Attacks"
"Slime Attack" Snare 6 (Feats: Accurate 4) (22) -- [23]
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 4) (6)
Offense:
Unarmed +7 (+7 Damage, DC 22)
Claws +9 (+9 Damage, DC 24)
Slimy Body +7 (+4 Affliction, DC 14)
Slime Attack +8 (+6 Ranged Affliction, DC 16)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8 (+3 Impervious), Fortitude +8, Will +5

Complications:
None

Total: Abilities: 20 / Skills: 26--13 / Advantages: 11 / Powers: 76 / Defenses: 9 (129)

-Rare except in particular locations, Slime Drakes are among the least-seen Drakes. They live almost exclusively underground or in deep forests, and are squirrelly around humanoids of most kinds. They are similar in size to most Drakes, and are a pink/gray color, but constantly give off a disconcertingly-bright, toxic-looking slime. This gooey substance will stick to surfaces and other humanoids, and allow the creature to capture their prey, which are typically the huge insects that populate the Underdark. As an adaptation, they are immune to all toxins and poisons, which also enables some to invade terrestrial habitats and reside in sewers. Though rare, this is drastically-fearsome to civilized populations, as the creatures are quite potent- much moreso than most dump-dwellers.

-The life cycles of the Slime Drakes are perhaps the strangest of all Dragons- despite being true Drakes, they hatch as slug-like creatures, often called "Goomies" by those unaware of the creatures' true nature. They have almost featureless, undulating bodies with soft "stalks" above their eyes, looking to all the world like gastropods. As they age, they form hardened "Shells" on their backs, furthering this notion, but eventually the creature's neck extends, it's "pods" form true limbs with claws, the tail grows, and the shell splits and forms scales along the creature's back. They retain their soft, fleshy skin texture for their whole lives, however. While limb generation is not unknown to Drakes (Water Drakes start life with only two limbs and a tail, for example), no Draconic species seems to have a more startling change over the course of their lives.

-"Goomies" require almost constant damp conditions to survive, and typically will not rise to the surface except during rain. The final stages of the creature's metamorphosis also require rains- full torrential downpours, in fact.

Jab's Notes: One of the cooler newer Pokemon is "Goodra", a large Dragon-Type that evolves from a pair of slug-like critters. I kind of moved around what that means for my Drakes (my go-to for "Like a Dragon, but my Dragons are different and sentient, so I can't just make them Dragons"), just giving them the weirdest life stages and metamorphosis of the types. In the games, it's one of those "Starts out like crap, but then turns into a potent fighter" things, and is oddly not Poison-Type at all. It's important enough to end up in Ash's Pokemon, though he releases it twice over, usually as he moves on to another land. In the game, it's meant as a bit of a "Damage Sink" option- it has a lot of Immunities to common attacks, and good Special Defense, meaning its pretty-weak stats for a "pseudo-Legendary" creature don't hurt it.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Coal Elemental

Post by Jabroniville »

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Image

COAL ELEMENTALS
Role:
Powerhouse, Elementals
PL 8 (108)- Minion Rank 8, Sidekick Rank 22
Normal Version:
PL 5-6
STRENGTH 6 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 3 (+6)
Expertise (Survival) 5 (+5)
Perception 4 (+4)
Ranged Combat (Fire/Rock) 8 (+8)

Advantages:
Close Attack, Improved Critical (Fire), Improved Initiative, Move-By Action, Power Attack

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Immunity 10 (Fire Effects) [10]
"Steam Engine" Enhanced Fighting & Dodge 2 (Flaws: Source- Water) [3]
"Flame Body" Heat Aura 3 [12]

"Fire/Rock Blast" Blast 8 (Feats: Variable- Stone or Fire) (17) -- [20]
  • AE: "Fire Breath" Damage 8 (Extras: Area- 60ft. Cone) (16)
  • AE: "Move Stone" Move Object 8 (Flaws: Limited to Stone) (8)
  • AE: Burrowing 4 (4)
Offense:
Unarmed +7 (+6 Damage, DC 21)
Ranged Attacks +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude --, Will +7

Complications:
Disabled (Animal)- These Elementals cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: -6 / Skills: 20--10 / Advantages: 5 / Powers: 92 / Defenses: 17 (108)

Era: Fantasy Realms
Range: Mountainous regions.
Colouring: Black with glowing embers.
Size: Up to 10 feet tall (40-1800 lbs.)
Encounter Groups: Solitary
Diet: None.
Tactics: Throw rocks & fire from afar, then body-ram.

-Coal Elementals are a little-seen form of elemental that combines the planes of Earth and Fire. They may inhabit either Elemental Plane, and are occasionally found on Earth. Many are quite small, and will grow into creatures reaching ten feet and weight over a thousand pounds. They are hot to the touch, and very defensive- Stone Giants are often able to calm them and use their powers to aide the tribes, but the creatures tend to move along quickly. Solitary and dangerous, they are usually left alone by other creatures.

Jab's Notes: Rolycoly/Carkol/Coalossal is another three-stage Rock-Type evolution series, introduced in Generation VIII (the latest one so far). With similarities to Geodude and a Torkoal, along with a few others, it's a BIT generic, but has a coal theme to stand out a little. Initially it's just a rock with a single eye, then evolves into what looks like a mine cart with a head attached. Finally, it's a hulking golem-type creature, and finally attains a Fire-Type as well. There are a few others like this, so it's not entirely unique, but at least they come up with a whole evolutionary line so players who dig it can have some fun watching it change.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Toxapex

Post by Jabroniville »

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TOXAPEX
Role:
Toxic Coral Monster
PL 6 (103)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 4-5
STRENGTH 1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Expertise (Survival) 4 (+4)
Perception 2 (+2)
Ranged Combat (Spines) 6 (+6)
Stealth 0 (+5, +9 Size)

Advantages:
None

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

Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]
Regeneration 2 (Feats: Regrows Limbs) [3]
"Chitinous Tentacles" Protection 4 [4]
"Limber" Immunity 2 (Paralytic Attacks) [2]

"Venomous Spines"
"Spiky Aura" Damage 1 (Extras: Reaction +3) Linked to Affliction 5 (Fort; Dazed/Stunned/Paralyzed) (Extras: Progressive +2, Reaction +3) [34]
"Spine Shot" Blast 3 Linked to Affliction 5 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Progressive +2) [26]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Spiky Aura +5 (+1 Damage & +5 Affliction, DC 16 & 20)
Spine Shot +6 (+3 Ranged Damage & +5 Ranged Affliction, DC 18 & 15)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+6 Shell), Fortitude +4, Will +4

Complications:
Disabled (Animal)- Clobbopus cannot speak to humans.

Total: Abilities: 6 / Skills: 12--6 / Advantages: 0 / Powers: 82 / Defenses: 9 (103)

Era: Fantasy Realms
Range: Large Lakes & Oceans
Colouring: Purple, blue, red, yellow
Size: Up to 4 feet long (20-80 lbs.)
Encounter Groups: Solitary or clusters (2-18).
Diet: Small shellfish, kelp, shrimp.
Tactics: Agile, dodging attacks, alternating between moves.

-Toxapex seem to be large, venomous coral at first glance, but the "coral" are actually tentacles of a somewhat-malleable chitinous material that forms around the skull of a much smaller creature. This chitin extends around the creature in a "shell" formation, acting as a protective barrier against enemies, as the internal body is quite soft. Both the inside and outside of these tentacles can sprout venomous spines, but only on one side at a time. These spines, however, may be shot out of the creature. Toxapex typically eat small to medium-sized fish, using their spines as an effective ranged attack, consuming the paralyzed animals. Otherwise, they are used for defense. Some Merfolk have learned to use these spines as part of their weaponry, as it can be quite potent and long-lasting.

Jab's Notes: Another pretty new Pokemon, Toxapex is a two-tier evolution Poison/Water-Type- hardly an unusual combination, but its distinctive "spiky hair" form makes it stand out a bit. It's a big enough deal that it was chosen to be the new Pokemon of Team Rocket's James, which is pretty big. Overall, I made it a PL 5.5 creature, mostly defensively and with those spines.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sea Drake

Post by Jabroniville »

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Image

Art by CatanCrown & JoshD1000.

SEA DRAKE (aka Seadra)
Role:
Stupider Dragons, Elemental Beasts, Sea Serpents
PL 9 (99)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Close Combat (Claws) 2 (+9)
Expertise (Survival) 4 (+6)
Intimidation 11 (+8, +9 Size)
Perception 6 (+8)
Ranged Combat (Breath Weapon) 5 (+7)
Stealth 2 (+2 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]
"Draconic Fins" Swimming 5 [5]
Immunity 3 (Drowning, Cold, Pressure) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Draconic Attacks"
Water Blast 8 (16) -- [18]
  • AE: "Waterfall" Move Object 8 (Flaws: Limited to Water) (16)
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 4) (6)
Offense:
Unarmed +7 (+7 Damage, DC 22)
Water Blast +7 (+8 Ranged Damage, DC 23)
Claws +9 (+9 Damage, DC 24)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8 (+3 Impervious), Fortitude +8, Will +4

Complications:
None

Total: Abilities: 20 / Skills: 30--15 / Advantages: 10 / Powers: 46 / Defenses: 8 (99)

-Sea Drakes are easily the most common kind of Drake, but are relatively hard to spot for land-loving humanoids- they are aquatic creatures, and very speedy. Often mistaken for simple "Sea Serpents" (though those are common enough), they have elemental powers, same as other Drakes. Like seahorses (which are much smaller), the creatures are known for the fact that the males take care of the young, rather than the females. They start life fairly cherubic and rounded, but rapidly grow spiny, glistening scales and thinner frames as they age, and eventually have longer fins that resemble kelp or coral.

-Sea Drakes are exceptionally-acrobatic swimmers, able to change direction, "hover" and swerve with more skill than nearly any other aquatic animal. They are highly prized as undersea mounts among Sea Elves, Mercreatures or other aquatic humanoids, but are rarely tamed, difficult to train, and expensive to maintain, so typically only a powerful tribal leader will ever acquire one.

Jab's Notes: Horsea & Seadra are among the more "Typical" Pokemon of the first generation- Take an animal, give it a common Element, and make a slightly bigger, more-badass one, and call it a day. They aren't BAD... but in a game that features Gyarados, not a lot of people picked them. Horsea are typically-cute Seahorses, while Seadra (which it reaches at the fairly-late Lvl. 32) are bigger creatures, and more powerful. It was never given a serious push in the cartoon- Misty caught a Horsea, but never even raised it to a Seadra! That's practically the ultimate diss in the Poke-verse- when a major character owns you but they're just "meh" and you never see enough combat to evolve. Generation II introduced the "Kingdra", which is actually a Water/Dragon type (though even Seadra has some "Dragon-Type" moves).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Bolthund

Post by Jabroniville »

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BOLTHUND
Role:
Elite Guard Dog, Hunting Dog
PL 5 (57)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 7 (+8)
Insight 2 (+4)
Intimidation 7 (+5)
Perception 6 (+8)

Advantages:
Improved Trip, Ranged Attack 1, Teamwork

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Animal Physiology" Speed 2 (9 mph) [2]
"Natural Weapons- Teeth" Strength-Damage +1 [1]
Immunity 5 (Electrical Damage) [5]

"Spark Skin" Electrical Aura 3 (12) -- [13]
  • AE: "Lightning Bolt" Blast 5 (Feats: Accurate 2) (12)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Natural Weapons +5 (+2 Damage, DC 17)
Lightning Bolt +5 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +4

Complications:
Disabled (Animal)- Dogs cannot speak to humans, nor use their paws to easily manipulate objects.
Relationship (Owner)- Domestic dogs are intensely loyal to their masters, and will fight to the death to protect them.
Weakness- Dogs are utterly incapable of lying. Their entire body reflects their current mood. Just watch them if you notice your lamp is broken, and you will know who did it.

Total: Abilities: 12 / Skills: 22--11 / Advantages: 3 / Powers: 21 / Defenses: 5 (57)

-The Bolthund represents the current apex of dog-breeding. Breeding common animals like cats & dogs is a strange business on Castellia- many rich folk simply keep any number of the huge magical animals or flying creatures that already exist if they want a "special" animal, with things like gryphons & pegasi being relatively common in certain areas, and most Rangers & Druids making use of esoteric animals like wolves, cougars & birds of prey for companions after the common dog, too. But the adaptibility and mutable physical form of dogs in particular appeals to many, and dogs are cheaper to care for and easier to breed (pegasi take years to grow; gryphon breeding facilities are notoriously hard to run). The rich & poor alike will make their own breeds of animals, for things as far apart as hunting vermin (still a big deal, even in a magical world) or fighting in bloody ring battles. The rich tend to value shape and form, while the poor value utility and capability- they can "earn their dinner", as it were, via help in hunting or earning money.

-The Bolthund, however, is something beyond anything else. Magical animals aren't rare on Castellia, but a clever breeder eventually, through years of trying, found a way to create an ideal hunting companion/guardian animal for people traipsing into the sometimes-dangerous forests. Finding a ley line crossing in the forest, he repeatedly brought his pregnant foxhounds there during lightning storms, also bringing them there to give birth, hoping to create magically-empowered creatures. Most thought he was crazy, but he had the money and bodyguards to do it. After only a few generations, results were clear- the dogs were being born with magical power. They developed immunity to electrical damage and high-voltage bursts at either touch range or form afar.

-His "Bolthunds" thus became ideal hunting dogs and guardians in the forest- noisy dogs can fend off creatures many times their size already, but adding lightning bolts to the siutation made it even worse. This is one of the few examples of a magically-powered creature created by a humanoid race that DOESN'T involve sorcery or alchemy- simply a common man doing dangerous work by himself. They have become highly-desired by anyone who hears of them, any many hope they can be bred with other breeds of dogs to create hybrids- some have taken it upon themselves to try to replicate the success with other breeds, but most are doomed to failure due to lack of proximity and finances.

-Bolthunds are clever, fast animals, as their originator breed was, and have moderate electrical power. While hardly powerhouses on that front, they are stupendous at chasing off even extremely large, dangerous animals, or even tribes of humanoids. Even forest people, like Wild Elves, Centaurs and Faeries, respect them a little.

Jab's Builds: This one is based off of the Yamper, which turns into "Boltund", a foxhound/greyhound-like Electric-Type Pokemon. One of the new ones, it's not that interesting, but before I was about to drop the idea I realized "What WOULD dog breeding look like in a fantasy world?" Like, you got all this shit like guys flying on Pegasi and Dragon Riders and whatever, so who cares about dogs? But dogs are still dependable, loyal, and versatile- clearly they have their uses. So how would you INTENTIONALLY breed powerful ones? Well, I had established earlier than the magical nature of Castellia often "morphs" creatures over the years, especially near ley lines & stuff. So someone could theoretically do this deliberately, and dogs being what they are (easily bred to focus on specific functions), it's a bit more likely than with other animals.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Lurantis

Post by Jabroniville »

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LURANTIS
Role:
Disguised Killer
PL 7 (106)- Minion Rank 8, Sidekick Rank 22
Normal Version:
PL 5-6
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Athletics 7 (+8)
Expertise (Survival) 5 (+7)
Intimidation 10 (+7)
Perception 5 (+7)
Stealth 4 (+8)

Advantages:
Fast Grab, Improved Critical (Scythes) 2, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 3 (16 mph) [3]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Terrible Scythes" Strength-Damage +4 [4]
"Floral Disguise" Enhanced Skills 6: Stealth 6 (+14) (Flaws: Limited to While Within Flowers) [2]

"Bug-Type Magical Creature"
Immunity 10 (Ground Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 10 (Grass Effects) (Flaws: Limited to 3/4 Effect) [2.5]

"Contrary" Immunity 10 (All Debuffs) (Flaws: All Buffs Do The Opposite) Linked to Variable 2 (Flaws: Limited to Stats Affected, Limited to Amount a Debuff Would Have Taken) [15]
"Fury Attack" Strength-Damage +2 (Extras: Multiattack 4) [6]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Claws +8 (+6 Damage, DC 19)
Fury Attack +8 (+4 Damage, DC 19)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4

Complications:
Disabled (Animal)- Scyther cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Electrical, Ice, Rock & Fire Attacks)- Scyther's creature type leaves it vulnerable to certain types of attack.

Total: Abilities: 26 / Skills: 31--15.5 / Advantages: 10 / Powers: 44.5 / Defenses: 10 (106)

Era: Fantasy Realms
Range: All Non-Arctic Regions
Size: Up to 6 feet long
Encounter Groups: Solitary or large groups in times of plentiful food
Diet: Any meat or carrion.
Tactics: Dive-bomb from above with lethal weapons.

-Lurantis are dangerous insectoid creatures that live in forests, often near Faerie enclaves- the forest creatures often lure them in and feed them to keep their homes absent of interlopers. Lurantis look and smell like flowers, and may adequately disguise themselves as such to lure in various flower-eating creatures. Once they draw near, the Lurantis lashes out, slicing into their prey with serrated claws. One peculiar aspect of Lurantis is that they are immune to spells and powers that lower their capabilities- they instead have the opposite effect. This is believed to be the result of Fae Magic affecting the creatures, though it's not known when this happened.

Jab's Notes: Lurantis is a newer Pokemon, using mostly Grass attacks but also using the similar Scyther's X-Scissors & Fury Cutter, as they more or less look like someone wanted to create a "Cute Scyther". It's based off of the Orchid Mantis, which sits on orchids and imitates their flowers as a disguise. Lurantis look pretty neat, with the bright floral colors, and the blades give them a lethal edge- they make a good D&D-type "Lure" monster. It used to have a move all its own- "Solar Blade". This move built power for one turn, then lashed out on the second with a lot of force. However, one generation later, the move was given to a TON of other Pokemon- nearly all the sword-using ones, plus Rapidash.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Meganium

Post by Jabroniville »

Image
Image

Fanart by Arvalis & Twarda8.

MEGANIUM
Role:
Ultra-Cute Sauropod, Faerie Defender
PL 9 (105)
STRENGTH
6 STAMINA 7 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 4 (+5)
Intimidation 5 (+3 Size)
Perception 3 (+4)
Ranged Combat (Vine Attacks) 7 (+7)

Advantages:
Interpose, Power Attack

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 1 (4 mph) [1]
"Dino-Sized" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Vines" Extra Limbs 4 [4]

"Grass-Type Magical Creature"
Immunity 20 (Electric & Water Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Plant Effects) (Flaws: Limited to Quarter-Effect) [2.5]
Movement 1 (Environmental Adaptation- Forests) [2]

"Solar Beam Stream" Damage 10 (Extras: Area- 30ft. Line) (Quirks: Cannot Attack In the Round Before) (29) -- [36]
  • AE: "Solar Beam" Blast 11 (Feats: Penetrating 6) (Inaccurate -1, Quirks: Cannot Attack In the Round Before) (27)
  • AE: "Vine Whip" Blast 8 (Feats: Split) (Diminished Range -1) (16)
  • AE: "Vine Snare" Snare 8 (Feats: Split) (Flaws: Limited to Two Targets) (Diminished Range -1) (16)
  • 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)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Razor Leaf/Vine Whip +7 (+8 Ranged Damage, DC 23)
Solar Beam +7 (+11 Ranged Damage, DC 24)
Stun Spore/Sleep Powder +6 Area (+6 Affliction, DC 16)
Poison Powder +8 Area (+8 Weaken, DC 18)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +3

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.

Total: Abilities: 22 / Skills: 19--9.5 / Advantages: 2 / Powers: 62.5 / Defenses: 10 (105)

-Meganiums are very rare, and are thought to be a lineage of small Sauropods (similar to Europasaurus) that were specially infused with magic by Fae creatures to defend things like Faerie Circles. Large, but not extremely massive, they are small Sauropods but large by the standards of most animals. They have elemental power and abilities similar to Bulbasaur & Venusaurs, generating vine-whips and the like from "buds" around their neck (which eventually bloom into massive flowers). The creatures are relatively smooth and non-scaly, giving them an appearance similar to vegetation, with necks much shorter than other Sauropods, and a prominent leaf or pair of leaves atop their head, which can be used to generate Solar Beams and other powerful things. Groups of Faeries often have 4-5 baby Meganiums (called "Chikoritas") nearby- these are carefully nurtured and fed magic-boosting powders and Faerie food to allow them to grow stronger. Occasionally, one is seen being used by another adventurer, but this is extremely rare and typically only done because of a great boon they've done for the Faeries, who are loathe to give these creatures away.

Jab's Notes: One of the big things that turned me off of Pokemon Gold & Silver (the second generation) was what I felt was a bunch of somewhat thoughtless "Starter" choices. They seemed quite generically-cute and under-detailed compared to Squirtle, Charmander & especially Bulbasaur, all of whom are more detailed and cute. Like, Chikorita looks OKAY, but it's a pretty plain critter- a pear-looking thing with a long neck, big eyes and a leaf on its head. I wasn't originally going to do these at all, but checking out all the un-built Pokemon I felt they were kind of just sitting there, waiting to be used. They won't be a big part of the setting, but they can fit in a little bit as "outside" choices. For this build, I just slapped Venusaur stuff onto my Europasaurus build.
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Typhlosion

Post by Jabroniville »

Image
Image

Fanart by Arvalis & Dragolisco.

TYPHOLOSION (Fire Badger)
Role:
Raging Beast
PL 9 (127)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Close Combat (Claws) 2 (+9)
Expertise (Survival) 4 (+6)
Intimidation 11 (+8, +9 Size)
Perception 6 (+8)
Ranged Combat (Breath Weapon) 5 (+7)
Stealth 2 (+2 Size)

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

Powers:
Senses 5 (Low-Light & Extended Vision, Acute, Extended Scent, Extended Hearing) [5]
Regeneration 2 (Feats: Regrowth, Diehard) [4]
Speed 3 (30 mph) [3]
Immunity 10 (Fire Effects) [10]
Fire Aura 5 [25]
"Large Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Fire Breath" Fire Blast 8 (16) -- [18]
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 4) (6)
  • AE: "Explosion" Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5/day) (16)
Offense:
Unarmed +7 (+7 Damage, DC 22)
Claws +9 (+9 Damage, DC 24)
Fire Blast +7 (+8 Ranged Damage, DC 23)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8 (+3 Impervious), Fortitude +9, Will +7

Complications:
None

Total: Abilities: 20 / Skills: 30--15 / Advantages: 10 / Powers: 70 / Defenses: 12 (127)

-The terrifying Typhlosions are a mutated, magically-powered form of mustelid-like creatures, appearing to be gigantic honey badgers with flames bursting from their backs. Aggressive to the point of suicide, they will never back down once engaged with a target, and this stubbornness can fend off even more powerful targets that seek to avoid injury. These are believed to be descended from weasels or badgers located near volcanic regions or places of magic- they typically inhabit sparse forests or grasslands, which may be ignited in their quests for food. Many amateur Questers have been killed attempting to fulfil the bounties placed on these creatures by nearby towns and cities- they are far too much for beginners to take on- a combination of fire blasts and the aura of heat around the creature can overwhelm even experienced foes. Most potent is their trademark "Explosion" move, which creates a burst of fire more powerful than most Wizards can muster. Wise fighters will trigger this attack from a distance, causing the creature to waste energy (only five explosions can generally be committed per day).

Jab's Notes: A simple build for the Cyndaquil/Typhlosion starter set. Cyndaquil is a tenrec/shrew-like creature that always has its eyes closed, but its later versions look like psychotic honey badgers with their backs on fire. I was never the biggest fan, as it's quite simple visually- most of the Fire-Types in Generation I look better.
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Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Totodile

Post by Jabroniville »

Image

Art by Arvalis.

TOTODILE
Role:
Apex Predator, Nightmare Fuel
PL 9 (105)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 9
STRENGTH 7 STAMINA 9 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Close Combat (Bite) 3 (+8)
Expertise (Survival) 6 (+6)
Intimidation 13 (+13 Size)
Perception 7 (+7)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Bite) 3, Improved Hold, Improved Initiative 3, Power Attack, Startle

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute & Extended Scent) [2]
"Sensory Pits" Senses 3 (Accurate Ranged Touch) [3]
"Thick Skin" Protection 2 [2]

"Water-Based Creature"
Swimming 8 (60 mph) [8]
Immunity 1 (Drowning) (Flaws: Limited to Half-Effect) [0.5]
Movement 1 (Environmental Adaptation- Underwater) [2]
Enhanced Skills 8: Stealth 12 (+4) (Flaws: Limited to Water) [3]

"Whirlpool" Damage 8 (Extras: Area- 30ft. Cylinder) (Flaws: Source- Water) (16) -- [18]
  • AE: "Natural Weapons (Bite)" Strength-Damage +2 (Extras: Penetrating 10) (12)
  • AE: "Hydrokinesis" Move Object 8 (Extras: Perception-Ranged) (Flaws: Limited to Water) (16)
"Natural Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Strength-Damage +1 [1]

Offense:
Unarmed +5 (+8 Damage, DC 23)
Bite +8 (+10 Damage, DC 25)
Initiative +12

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +12, Will +8

Complications:
Disabled (Animal)- Crocodiles cannot speak to humans, nor use their claws to easily manipulate objects.
Weakness (Cold-Blooded)- Reptiles are cold-blooded- that is, their bodies are the same temperature as the air around them. As such, they are slow & sluggish in cold temperatures, and will die quickly if left in winter-like conditions. They must warm up before they are any good.

Total: Abilities: -6 / Skills: 29--14.5 / Advantages: 11 / Powers: 57.5 / Defenses: 28 (105)

-Totodiles are extremely large crododilians made more frightening thanks to their supernatural swimming powers- holding magical elemental ability, they are able to swim faster than any fish and even move the water itself, thus trapping potential prey within biting distance of its lethal jaws. Of particular terror to those dumped in the water is the disconcerting notion that the water they're in is moving... and then realizing that it's flowing towards the jaws of a gigantic blue crocodile. The animal typically inhabits saltwater regions, and is much-feared, even by Aquatic Humanoids. They are thankfully rare- mothers do care for their young, but most do not survive to adulthood, being prey for other creatures.

Jab's Notes: Totodile is... fine. It's really just a "Blue Crocodile" in design, so doesn't stand out much to me. As a starter it isn't quite up to snuff with the others, but at least their animal basis is cool enough that the elite forms are quite bad-ass. For the D&D monster, I figured it's more of a Hydrokinetic Alligator, hitting PL 9.
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Posts: 24689
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Lanturn

Post by Jabroniville »

Image

Art by Basiliskfree.

LANTURN
Role:
Giant Anglerfish, Hypnotic Predator
PL 8 (64)
STRENGTH
0 STAMINA 2 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -4

Skills:
Athletics 8 (+3)
Expertise (Survival) 4 (+4)
Perception 4 (+4)

Advantages:
None

Powers:
"Animal Senses" Senses 2 (Extended Scent, Low-Light Vision) [2]
"Lateral Lines" Senses 1 (Ranged Touch Underwater) [1]
"Bite" Strength-Damage +1 [1]

"Sea Creature"
Swimming 2 (2 mph) [2]
Immunity 1 (Drowning) [1]

"Twin Lures"
Environment 2 (Light) [2]
Affliction 8 (Will; Entranced & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- Visual Perception, Reaction +3) [40]

Offense:
Unarmed +5 (+0 Damage, DC 15)
Bite +5 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +0, Fortitude +4, Will +3

Complications:
Disabled (Animal)- Fish cannot speak to humans, nor use their fins to easily manipulate objects.
Disabled (Aquatic)- Fish typically will not last long on land- they are borderline immobile, can't defend themselves, and will slowly dehydrate.

Total: Abilities: -2 / Skills: 16--8 / Advantages: 0 / Powers: 49 / Defenses: 9 (64)

-Lanturns are extremely dangerous fish, not because of their physical presence (they are barely more durable than most people, and don't have a particularly devastating bite), but because of their hypnotic "lures"- twin glowing barbels on their heads that can cause even sentient beings to freeze, transfixed in their presence. This trance is so overwhelming that diving humands have been eaten alive, unable to look away from the lure, and the creatures consume them bit-by-bit at their leisure.

Jab's Builds: Lanturns are a pretty generic "Filler Fish" Pokemon- just taking a real live creature and putting a smile on its face- the horrifying Anglerfish now made a cutesy Pocket Monster. So I revved it back, making the most terrifying kind of Anglerfish possible- the lure is so powerful it's actually fully hypnotic, and you'll just sit there while it eats you alive. Somehow, that seems more awful than just being lured in and attacked by a ferocious predator. In the games, they're a Water/Electric-Type, but I went with a basic predator. In the game, it has the highest base HP of all Electric-Type Pokemon, but pretty weak attacks on that front- it gains good Water-Type stuff, but you have to use TMs to get Thunder- its best thing is "Discharge" otherwise. This is a rare one where the lowliest form is the coolest-looking to me, as Chinchou, with its crossed-out eyes and spherical nature, looks far less cutesy and generic, and more alien.
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Eternatus

Post by Jabroniville »

Image

ETERNATUS
Role:
Elite Monster, Singular Dragon
PL 13 (332)
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Ranged Combat (Breath Weapon) 2 (+10)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]
Protection 2 [2]

"Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) [6]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Venomous Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) Linked to Weaken Stamina 12 (Extras: Progressive) (44) -- [48]
  • AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
  • AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
  • AE: Movement 3 (Dimensional Travel 3) (6)
  • AE: "Eternabeam" Blast 18 (Extras: Penetrating 10) (Flaws: Must Spend Next Turn Recharging) (28)
"The Darkest Day"
Concealment 2 (Vision) (Extras: Attack, Area +12) [30]
Environment 12 (Cold 2) [24]

Offense:
Unarmed +12 (+12 Damage, DC 27)
Natural Weapons +12 (+14 Damage, DC 29)
Area Attacks +12 (+12 Damage, DC 27)
Eternabeam +8 (+18 Ranged Damage, DC 32)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +16 (+7 Impervious), Fortitude +14, Will +12

Complications:
None

Total: Abilities: 58 / Skills: 70--35 / Advantages: 41 / Powers: 173 / Defenses: 25 (332)

-Eternatus is a legendary, singular Dragon of unknown origin- it is legless like the Linnorms, but is a flying creature of almost crystalline appearance, like the Crystal Dragons. It appears almost skeletal and emotionless. The creature is actually ageless, and has appeared on Castellia off and on for centuries, being a traveller of the multiverse that absorbs energy to live, and interacts with very few. It is associated with an event called the "Darkest Day", in which is sets off a massive sun-blocking storm of black energy, draining sunlight from all around for a period of weeks (actually a means by which the creature can draw energy from the sun and other sources of light). During this event, Eternatus changes shape into what looks like a coiled serpent with a massive, skeletal hand springing forth from it. This can be a terrifying time for any living beings caught within its diameter. That and its venomous qualities have given Eternatus a legendary reputation among those aware of it.

Jab's Notes: Debuting in the Sword & Shield generation, Eternatus is a great Legendary Pokemon- a massive, skeletal Dragon with a Poison-Type- a unique set-up in the game, despite its hundreds of Pokemon. Appearing almost faceless, it sets off the "Darkest Day" (which causes Dynamaxed Pokemon- the power upgrade of that generation- to go crazy) but is opposed by a pair of lupine Pokemon who represent the "Sword" and "Shield" of that gaming generation, who send it back. I made it a singular creature here as well. I boosted it to PL 13 to showcase its true might- moreso than even a normal Dragon.
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Masquerain

Post by Jabroniville »

Image
Image

Fanart by CBastien.

MASQUERAIN
Role:
Giant Insect, Intimidator
PL 7 (40)
STRENGTH
-1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Perception 6 (+6)
Stealth 2 (+5)

Advantages:
Improved Critical (Stingers), Improved Initiative, Teamwork

Powers:
"Giant Insect"
Flight 2 (8 mph) (Flaws: Winged) [2]
"Insect Senses" Senses 2 (Acute Scent, Direction Sense) [2]
Movement 1 (Wall-Crawling) [2]

"Magically-Powered Wing Scales"
"Intimidate" Affliction 7 (Will; Dazed & Impaired Attacks/Stunned & Disabled Attacks) (Extras: Area- Visual Perception, Extra Condition) (Flaws: Limited Degree) (14) -- [15]
  • AE: "Air Cutter" Damage 4 (4)
Offense:
Unarmed +5 (-1 Damage, DC 14)
Intimidate +7 Area (+7 Affliction, DC 17)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +1

Complications:
Power Loss (Antennae; Flight)- Masquerain have difficulty flying when wet- their wings and antennae will droop. They typically take cover during rainstorms.

Total: Abilities: 6 / Skills: 8--4 / Advantages: 3 / Powers: 21 / Defenses: 6 (40)

-Masquerain are large insects known for the "mask" their antennae form- this is common in small animals (though usually comes from wings), as the fake eyes cause lower-intelligence predators to become startled or assume their prey is much larger than they really are, but in this case, there is a magical component. The "mask" creates an aura of fear that affects any being that looks at them directly. They are poor fliers, as their actual wings are two small pairs back on their body- their oversized antennae create an awkward, ambling sort of flight. Masquerain start life as smaller, round blue creatures with no wings- these "Surskit" live in ponds, and sprint about on four long legs.

Jab's Notes: Masquerain was a pretty forgettable, low-grade Pokemon in the third generation- a cool "mask" design but not much personality. I liked the "Nymph" form being an aquatic water-strider thing, though. And switching from Bug/Water-Type to Bug/Flying-Type with evolution. In-game, it's "Intimidate" power lowers the Attack value of all Pokemon present by one stage.
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Breloom

Post by Jabroniville »

Image

Art by Twarda.8.

BRELOOM
Role:
Plant Raptor
PL 7 (65)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 4 (+6)
Intimidation 4 (+1)
Perception 5 (+7)
Stealth 3 (+6)

Advantages:
Great Endurance, Teamwork

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Extended & Acute Scent) [3]
Regeneration 2 (Feats: Regrowth) [3]
"Poison Heal" Regeneration +2 (Flaws: Source- Poison/Venom) [1]
Speed 2 (16 mph) [2]
Immunity 1 (Poison) [1]

"Stun Spore" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Area- 15ft. Cloud, Extra Condition) (18) -- [19]
  • AE: "Claws & Teeth" Strength-Damage +1 (1)
Offense:
Unarmed +7 (+4 Damage, DC 19)
Claws +7 (+5 Damage, DC 20)
Stun Spores +6 Area (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +5, Fortitude +5, Will +4

Complications:
None

Total: Abilities: 20 / Skills: 16--8 / Advantages: 2 / Powers: 29 / Defenses: 6 (65)

-Breloom are another type of forest creature known to exhibit plant-control capabilities. They resemble Theropod dinosaurs or Kangaroos with mushroom-like qualities, such as a large green "cap" over their heads. They also possess actual seeds at the tips of their tails, revealing a more mystical nature- these seeds are quite poisonous to consume, and will make human-sized creatures quite ill for a time. Breloom are sometimes used as mounts by Nymphs or other human-sized Faerie Folks, as they are naturally inclined to trust and obey such creatures, and are quite fast. Some peculiar Faerie Foods are actually harvested from Breloom seeds, explaining their multiple nasty side-effects. They have some spore-based powers like Vileplume and Victreebell, but are much better fighters, able to engage in melee combat. Unusually, they gain further regenerative boosts from being poisoned.

-Breloom mate for life, and their offspring grow from the seeds on their tails, which morph into eggs upon fertilization- these are buried, revealing young within a month or two (quicker during warm weather). Both parents care for the young, who take some time to develop seeds of their own (they are made poisonous through the creatures' diet)- the young start life as bipedal mushroom-like beings with no distinctive heads, slowly metamorphosizing into creatures like their parents. Breloom are typically either mostly green or red.

Jab's Notes: Shroomish & Breloom are among the Ruby/Sapphire counterparts of the Victreebell/Vileplume Pokemon- simple plant-based creatures. However, Breloom is Plant/Fighting-Type, gaining a lot of distinctive Fighting-Type moves later, rather than settling for just Stun Spores & Giga Drains. They were never a big part of the show, effectively being used only by side characters. I made mine PL 6 melee fighters with PL 6.5 parrying ability.
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Gardevoir

Post by Jabroniville »

Image
Image
Image

Art by Syndarilart, Bellavoirr & X-Lazulith.

GARDEVOIR
Role:
Psychic Plant, Fey Victim
PL 8 (75)
STRENGTH
0 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Perception 8 (+10)
Stealth 4 (+7)

Advantages:
None

Powers:
"Confusion" Affliction 8 (Will; Entranced/Compelled/Transformed to Random or Self-Harming Actions) (Extras: Perception-Ranged +2) (24) -- [25]
  • AE: "Psybeam" Blast 7 (Extras: Will-Based) (21)
"Trace" Variable (Others' Traits) 2 (Flaws: Limited to the Traits of Adjacent Creatures, Limited to Minor Abilities) [10]
"Psychic Senses" Senses 3 (Mental Detection- Ranged & Radius) [3]
"Future Sight" Senses 4 (Precognition) (Flaws: Limited to Incoming Invasions) [2]

Offense:
Unarmed +5 (+0 Damage, DC 15)
Psybeam -- (+7 Perception-Ranged Damage, DC 22)
Confusion -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Defending Faeries)- Gardevoirs have no thoughts of their own beyond defending their Faerie communities at any cost- including their own lives.

Total: Abilities: 16 / Skills: 12--6 / Advantages: 0 / Powers: 40 / Defenses: 13 (75)

-Those who warn against dealing with the Fey know of what they speak- the Gardevoirs are among the least of the chaos the Fey can wreak against their aggressors. Gardevoir appear to be plant-like humans, as if they were flowery Dryads or something like it, but they are actually people victimized by Faerie Magic and transformed into plant creatures. Their thoughts and emotions are subdued entirely, replaced by ultra-loyal, always-cheery defenders of Fey territory- an "early warning system" of sorts, as these are disposable guardians. The mystical ceremonies that can transform people are unknown to most, but usually involve a Faerie Circle, a victim bound by tree branches, and the forced ingestion of Faerie food. Naturally, it is recommended to NEVER consume Faerie foodstuffs for any reason.

-Gardevoirs are not physically strong, but possess powerful Psionic powers that affect the minds of their targets- a Psychic Blast and a Confusion power that can provoke enemies into doing damage to themselves endlessly. Their Psychic Senses are quite honed, to the point of detecting incoming sentients or even anticipating future aggression against Faerie communities- Gardevoir may congregate in an area where they know interlopers will soon be, providing Faeries with an extra level of defense.

Jab's Notes: Gardevoir is somewhat iconic in Poke-fan circles for the... clearly human-like features, resembling a shy girl who is also a plant. I ain't typing "Pokemon Porn" into any search engines but I can bet a good deal of it involves this thing. It is... actually a Psychic/Fairy-Type Pokemon, but I always thought it was Grass-Type given how it's got green leaf-like bits. I guess it's more meant to look like a standard flowing gown and not one made of leaves, but I went with my original idea, kind of, but made them Forcibly-Transformed Humanoids.

-Gardevoir became somewhat popular, I guess- the initial three-creature evolution (with the tiny, eye-covered toddler Ralts turning into the tiny ballerina Kirlia) soon added a second final form, that of Gallade (a Psychic/Fighting-Type) if the Pokemon was male and you had a special Stone. Gardevoir also got a Mega-Evolution later, showing it as one of the "important creatures".
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Unown

Post by Jabroniville »

Image

UNOWN
Role:
Bizzare Psychic Creature, Alien Mysteries
PL 11 (239)
STRENGTH
-3 STAMINA 8 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 1

Skills:
Athletics 5 (+2)
Expertise (Survival) 3 (+8)
Intimidation 2 (+0 Size)
Perception 7 (+12)
Stealth 1 (+8 Size)

Advantages:
Accurate Attack, Close Attack 4, Defensive Attack, Defensive Roll, Evasion, Improved Critical (Blasts) 3, Improved Defense, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 12 (Low-Light Vision, Vision Counters Concealment, Vision Counters Illusion, Mental Awareness- Ranged & Radius) [12]
"Tackle" Damage 2 [2]
Flight 5 (60 mph) [10]
"Invisibility" Concealment 4 (All Visual Senses) [8]

"Ageless Space Creature"
Immunity 11 (Aging, Disease, Vacuum, Cold, Heat, Pressure, Radiation, Suffocation 2, Starvation & Thirst) [11]
Movement 3 (Space Travel 3) [6]

"Natural Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength, -1 Speed, +4 Dodge/Parry, +8 Stealth, -4 Intimidation)

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 2 (Mind-Reading) [2]
Mind Reading 5 [10]
"Psionic Shield" Force Field 4 (Extras: Impervious 11) [15]

"Psychic" Mental Blast 11 (44) -- [55]
  • AE: "Psy-Beam" Blast 11 Linked to Affliction 11 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: Unreliable) (33)
  • AE: "Wide Beam" Damage 11 (Extras: Area- 60ft. Line +2) (33)
  • AE: "Wide-Angle Beam" Damage 11 (Extras: Area- 120ft. Cone +2) (33)
  • AE: "Alter Thoughts" Affliction 8 (Will; Entranced/Compelled/Transformed Personality) (Extras: Perception Range +2, Progressive +2) (40)
  • AE: "Confuse Ray" Affliction 11 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Perception Range +2) (33)
  • AE: "Hold Monster" Affliction 11 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (33)
  • AE: "Mass Hold Monster" Affliction 11 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- 30ft. Burst) (22)
  • AE: Teleport 10 (Extras: Extended) (30)
  • AE: Movement 3 (Dimensional Travel) (Extras: Portal +2) (12)
  • AE: "Psychokinesis" Move Object 11 (Extras: Perception Range) (33)
  • AE: "Disable" Affliction 11 (Will; Impaired Move/Disabled Move/Transformed to Powerless) (Extras: Perception Range +2) (Flaws: Limited to one Random Move) (22)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Psychic -- (+11 Perception-Ranged Will Damage, DC 26)
Psy-Beam +11 (+11 Ranged Damage, DC 26)
Area Beams +11 (+11 Damage, DC 26)
Confuse Ray/Hold Monster/Disable -- (+11 Perception-Ranged Affliction, DC 21)
Mass Hold Monster +11 Area (+11 Affliction, DC 21)
Alter Others -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+12 Force Field, +6 Impervious), Fortitude +10, Will +12

Complications:
Disabled ("Mute")- Unown either do not or cannot speak to other beings.
Vulnerable (Dark Attacks)- Unown's Creature Type leaves it vulnerable to certain types of attack.

Total: Abilities: 44 / Skills: 18--9 / Advantages: 14 / Powers: 153 / Defenses: 19 (239)

Era: Fantasy Realms
Range: All time & space
Colouring: Pink.
Size: Up to 2 feet long (7-20 lbs.)
Encounter Groups: Solitary
Diet: Nothing- doesn't need to eat
Tactics: Usually doesn't confront anything- will use Psionic might if necessary, or take another form.

-The bizarre Unown are some of the most mysterious creatures in the universe- many scholars have attempted to learn about them, to no avail. Even mighty, ancient Dragons and the like are left with more questions than answers. Unown appear in alphabetical shapes (taking form based off of the language of whomever is viewing them), as well as punctuation marks- despite this, they do not speak to others. Many float from dimension to dimension, occasionally seen buzzing at each other in a language no other being has deciphered, and leaving as mysteriously as they arrived. It is known that multiple Unown in one location are capable of warping reality; changing the laws of physics to suit their own needs.

-Few have seen what the Unown do, but they have been known to raze cities, merely move a town from one place to the next, remove a single person from the area via teleportation, or carry off certain artifacts. Others have been known to help individual people- typically to get them to come to an understanding or accept something that has happened (such as the death of a loved one). It's almost always unclear just why any of this has happened, though some suggest they can perhaps read the future and know when things will be important or lead to disaster, that "fixing" certain things allows for the energy of the universe to flow more smoothly, or simply choose to help others. Few people are even aware these creatures exist- those that do tend to be dimensional-travellers, Genies and other extraplanar sorts. Unown are rarely attacked, but those foolish enough to try have found their attacks nullified, their minds erased, or their personalities changed.

Jab's Notes: Unown were introduced in the second generation of games, and were truly unique- appearing as 26 letters of the English alphabet, plus the "?" & "!" symbols, they were entirely mysterious and communicated only with each other. They mostly only appeared in a single movie, but a few later episodes featured them helping Ash's Larvitar accept his friends (it was very Ash-centric at first) and help a girl accept that her beloved childhood pet had gone/died (they were making it eternal night so she could "see it in the stars"). For stats, I went with a lesser version of Mew, with a few extra powers (Immunity to Mind-Reading, to represent how unknowable they are). In the games, they only know the move "Hidden Power", which has a variable damage based off of a Pokemon's stat values in early games, and changes it's Type based off of the Pokemon that's using it.
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