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| Pokemon creation and Npc questions | |
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| Tweet Topic Started: Dec 24 2014, 07:40 PM (1,706 Views) | |
| Toxic Ink | Dec 24 2014, 07:40 PM Post #1 |
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Pokemon Breeder
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For Pokemon creation: how are the skills and capabilities determined? It seems that you need to roll the dice to get the outcome, but based on the trainer sheet info you cannot exceed the skill of 6 for Master, but I have been rolling the stats and coming up with numbers that don't make sense. Example for Goomy: Athl is 2d6, rolled total of 8. Acro is 1d6, rolled 5. Combat is 2d6, rolled total of 9. Stealth is3d6+2, rolled total 13. Perception is 2d6, rolled total of 10. And focus is 3d6, rolled total of 11. Using the trainer guide to determine the capabilities my overland would be 9. Swim 4. Jump 2/?? Power ?? Int. 3 Please explain?! Also, is there anything like a Random NPC (full character sheets)generator out there? I have a few recurring NPC I plan to make, but I don't want to have to make full character sheets for random unimportant trainers along the way. |
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| GrayGriffin | Dec 24 2014, 07:52 PM Post #2 |
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"Ah, you unmasked me. Whatever shall I do."
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Um...you don't roll like that. You just look at the number of dice, which is your rank. And Pokemon should already have their capabilities listed in their Pokedex entry. It's not based on their skills like it is for trainers. |
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| Elemental Knight | Dec 24 2014, 08:02 PM Post #3 |
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Knight of the Spread Sheet
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Indeed. For example: Bulbasaur's Athletics skill is 3d6+2. This means that any time you come upon a need to use the skill, you roll that exact set of dice and modifiers (plus or minus anything else that might be in play). If this Bulbasaur finds a boulder it needs to push (an obvious Athletics challenge), it would roll 3d6+2. If it found another boulder later, it would still roll 3d6+2. The number is never *permanent*; you could roll a total of 5 one day, and a total of 20 the next. When the book says that the skill doesn't go beyond 6, that just means you'll never, ever, ever, not-ever never, roll more than 6 dice to do a skill check. Bruce Lee may be a Virtuoso of Combat, but if he's asked to break a brick with his bare hands, he'll still roll 6 dice (plus his Body, plus any other modifiers). As for a random NPC generator, check my signature. My Excel sheet has a page specifically for what you're asking for - roll up a random Trainer of a given Trainer Level, complete with feats, stats, physical descriptors, and some quick personality tidbits. |
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| Toxic Ink | Dec 24 2014, 08:54 PM Post #4 |
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Pokemon Breeder
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What about the capabilities though are those permanently set in the pokedex, and unchangeable? Also I'm on tablet, that excel sheet won't work, sadly. I think I found one that I can use however. |
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| Toxic Ink | Dec 24 2014, 08:57 PM Post #5 |
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Pokemon Breeder
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OK.now I get the rolling deal. so capabilities in the pokedex are unchanging? |
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| Elemental Knight | Dec 24 2014, 09:03 PM Post #6 |
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Knight of the Spread Sheet
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They are permanent, but not necessarily unchanging. Both Skills and Capabilities can be raised by using Poke Edges. You take some time and spend some of your Pokemon's Tutor Points, and raise one of the Pokemon's Skills or Capabilities by one. (These are the Skill Improvement, Capability Training, and Advanced Mobility Poke Edges, on page 182-183 of the PTU 1.04 Core rulebook). It's also possible that a Pokemon would come to you with a Capability above or below the species norm. You could have a Bulbasaur with a bone condition, and thus lowered Athletics score. Or perhaps the Bulbasaur is bred from a long line of circus performer Pokemon, and has an incredibly high Acrobatics skill for its species. Finally, even for a Pokemon with the normal skills and capabilities, those change upon evolution. For instance, a normal Bulbasaur, with its 3d6+2 Athletics, will enjoy a 4d6+3 Athletics when it evolves into an Ivysaur. Same with Capabilities - those tend to change with evolution, and you use the new values, not the old. (If you'd spent tutor points to improve those capabilities or skills, you typically keep the bonus - so a typical Bulbasaur with Skill Improvement would have a 4d6+2 Athletics, and when it evolved, it would have a 5d6+3 Athletics. If this would go over 6d6, then the Edge and its Tutor Point cost is refunded, as described in the note for that Poke Edge.) |
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| Toxic Ink | Dec 24 2014, 11:38 PM Post #7 |
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Pokemon Breeder
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OK thank you. I think I understand that now. Now, for NPCs what would be the bare minimum needed for their sheets/stats? |
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| Elemental Knight | Dec 25 2014, 11:08 AM Post #8 |
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Knight of the Spread Sheet
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Depends on what you need the NPCs for. If they're just "flavor NPCs" - a random guy on the street who saw which way the bad guys went, or a shopkeeper to spend some time with - then you just need a vague idea of their voice and maybe a single personality tic. These characters come and go very quickly, so don't worry overmuch about them! Just pull an idea out of thin air and run with it. For "minor NPCs" - ones that the players might spend a session or three with, such as a "character of the day" from the anime - then you'll want some basic stats. I believe the rulebook has ideas on making quick NPCs, and that would certainly do fine for guys like these. They'll definitely need a motivation for their actions, a few character tics or traits, and physical descriptions. If they'll see combat, you'll want an idea for their stats, and one or two things they can do in combat, like a certain Orders feat, a few class feats, or the like. For "major NPCs", where they'll come up again and again - recurring villains and patrons, usually - you'll want strong motivations, the character's background, an idea of how they function and why they work that way... And if they're going into combat repeatedly, you may want to stat them out fully. These NPCs should be pretty rare, though, because they're actually a lot of work. Personally, I find I hardly ever make an NPC to a high level of detail. They all start as 'flavor' NPCs, and often go up to 'minor', but even the recurring characters don't warrant a full statting. If they end up in combat, I usually fake their combat statistics along the lines of a more minor NPC. Sorry if that's a bit vague, I hope it helps. My style is very off-the-cuff, and if you're the kind of person who prefers to plan things out in advance, it might not work for you. |
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| Toxic Ink | Dec 27 2014, 07:27 PM Post #9 |
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Pokemon Breeder
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Yeah, I've got the first gym leader down with one Pokemon so far, plan to give him 6, but I need NPCs for random battles. And I want to have 3 underling trainers for them to fight before fighting the gym leader. Random Pokemon won't be a problem, its just the trainers with stats.
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| castfromhp | Dec 27 2014, 08:30 PM Post #10 |
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Mawile Ace
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I'd really recommend not running your players through random battles or forcing fights with Gym Trainers before getting to fight the Leader. Some conventions of the video games simply don't work well when translated to the tabletop, and having even more battles that aren't going to be particularly significant to the narrative like that is one of them. Given that the best way to run Gym challenges is as a group vs group battle involving all the players at once, the best way to use Gym Trainers, if you need to have them at all, is to have them fight by the side of their Gym Leaders. Similarly, it's just not a great idea to have random fights with Trainers out while traveling. Battles in PTU take quite some time already, and you want to save that time for fights that will mean something and either advance the main plot of the campaign or help with character arcs. Potential rivals, criminal organizations, etc are much more useful and interesting to a player. |
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