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Published by Sajochi, 2018-11-16 22:28:27

Do Porygon Dream of Mareep

Do Porygon Dream of Mareep

Chapter Four: Sample Campaign and Setting Concepts 151

The Obligatory Mechanical Monstrosity

This encounter is appropriate for...very high level parties. Pokémon levels should be in the 40s on average
at least, probably higher. The encounter is meant to be approached in multiple stages of battle to ensure the
player characters aren’t at their full strength by the time they reach the main attraction, a two and a half sto-
ry tall mecha in the shape of a Metagross. Forcing the players to run a longer gauntlet until they reach the
“boss battle” portion of the encounter is the easiest way to scale up the difficulty if necessary.

The Setup: The players have found themselves face to face with a horrific mechanical killing machine and a
small army to back it up. Maybe the players broke down the door to the wrong lab. Perhaps they’re soldiers
facing down the enemy’s superweapon. Players may have allied NPCs fighting alongside them, and it is rec-
ommended that this be the case if the encounter is too overwhelming otherwise.

Approaches: There aren’t really any choices here. Fight or die.

Combat Stats: Forward Troops
These are the first line of defense, ranging from Electrode traps to large humanoid robots with big guns
and a distaste for “meatbags”. Number these to take out a few of the party’s Pokémon but also fall quickly to
move on to the next phase of the encounter.

Hunter Killer Security Droid (Large Pokébot)
Level 50
Type: Steel
Add-Ons: Combat Basics Suite (Tackle, Take Down, Flash Cannon), Advanced Weapons Suite (Fire Punch,
Flame Burst, Incinerate OR Thunderpunch, Discharge, and Magnet Rise), Advanced Combat Suite: Metal
Coat (Steel Typing), Advanced Agility System (Overland 8 and Jump 2/2 Capabilities), Advanced Magnetics
System (Magnetic Capability, Magnet Pull Ability, immunity to Scramble and EMP)
Hit Points: 135
HP 25 / Atk 1 / Def 6 / Sp.Atk 30 / Sp.Def 8 / Speed 30

art by eichi at http://www.pixiv.net/member.php?id=2524752

152 Chapter Four: Sample Campaign and Setting Concepts

Electrode Trap
Level 50
Type: Electric
Abilities: Static, Soundproof, Aftermath
Vitamins: Protein
Hit Points: 105
HP 15 / Atk 36 / Def 7 / Sp.Atk 8 / Sp.Def 8 / Speed 37

Moves: Explosion, Spark, Thunderwave, Mirror Coat, Magic Coat, Toxic

Porygon Z Sentry
Level 55 @ Focus Band
Type: Normal
Abilities: Trace, Download, Targeting System
Pokémon Edges: Advanced Connection (Lock-On)
Vitamins: PP Up (Tri-Attack)
Hit Points: 147
HP 29 / Atk 6 / Def 7 / Sp.Atk 40 / Sp.Def 8 / Speed 30
Moves: Tri-Attack (At-Will), Discharge, Signal Beam, Lock-On, Ice Beam, Psyshock, Hidden Power (Fight-
ing)

Combat Stats: Main Attraction
The brunt of the opposition in this battle is the giant Metagross-shaped mecha. Mechagross. It is composed
of five different targets, each with its own Hit Point bar, initiative tick, and stats. They’re affected separately
by status effects. They’re its four legs and its core body. Accompanying it are a trio of normal Metagross with
cybernetic augmentations and at least two Battlefield Tactician Trainers to maximize their fighting power.

Mechagross Core
Type: n/a, gains STAB on Steel
Weakness: Fire, Electric
Resist: Rock, Fighting, Water, Ice, Grass, Normal
Immune: Poison
Abilities: Absorb Force, Interference, Magnet Pull, Sturdy
Hit Points: 250
HP 50 / Atk 5 / Def 30 / Sp.Atk 20 / Sp.Def 30 / Speed 20
Moves: Light Screen, Reflect, Safeguard, Recover, Flash Cannon (At-Will), Dark Pulse
Special – Advanced Energy Shield: All allies, including itself, have 35 temporary Hit Points. This can be
refreshed once a battle as a Swift Action. However, if Mechagross Core is brought below 50% of its maxi-
mum Hit Points, all temporary Hit Points are lost, though it returns to its previous state of Mechagross Core
is healed above 50% Hit Points.
Special – Targeting Computer: As a Swift Action, Mechagross Core grants a target +3 to Accuracy Check.
Special – Prismatic Alignment: Mechagross ignores half of all foes’ Special Defense for the purposes of
both evasion and calculating damage.

Chapter Four: Sample Campaign and Setting Concepts 153

Mechagross Leg
Type: n/a, gains STAB on Fire and Steel
Weakness: Fire, Electric, Ground
Resist: Rock, Fighting, Water, Ice, Grass, Normal, Flying
Immune: Poison
Abilities: Run Away, Iron Barbs, Clear Body, Speed Boost
Capabilities: Reach (Large Size)
Hit Points: 205
HP 35 / Atk 40 / Def 20 / Sp.Atk 40 / Sp.Def 20 / Speed 16

Moves: Earthquake, Iron Head, Stomp, Aura Sphere, Flame Burst (At-Will), Shadow Ball

Special – Autonomous Action: Even if the Mechagross Core is taken out, each Leg can still act inde-
pendently and can separate from the core if necessary.
Special – Booming Steps: Whenever Mechagross Leg uses a 1 Target, Melee attack, its area of effect is a 2m
Close Blast instead.
Special – Missile Barrage: Whenever Mechagross Leg uses a 1 Target, ranged attack, it may attack an addi-
tional 1d2 targets at once.

Note: Mechagross components never hit each other or Cybernetic Metagross with area of effect attacks.

Cybernetic Metagross (Crush)
Level 60 @ Razor Claw
Type: Steel/Psychic
Abilities: Clear Body, Cluster Mind, Thrust
Augmentations: Smart Vision (2 capacity, upgraded with Experimental Designs)
Pokémon Edges: Attack Conflict (Special Attack), Ability Mastery
Vitamins: PP Up, HP Up
Hit Points: 157
HP 29 / Atk 55 / Def 30 / Sp.Atk 8 / Sp.Def 10 / Speed 7
Moves: Earthquake, Meteor Mash, Hammer Arm, Stone Edge, Giga Impact, Iron Head (At-Will), Bullet
Punch, Swords Dance, Feint

Cybernetic Metagross (Support)
Level 60 @ Evasion Booster
Type: Steel/Psychic
Abilities: Clear Body, Cluster Mind
Augmentations: Smart Vision (2 capacity), Dermal Plating (3 capacity, upgraded with Experimental De-
signs)
Pokémon Edges: Attack Conflict (Special Attack), Ability Mastery
Vitamins: PP Up, Zinc x2
Hit Points: 142
HP 24 / Atk 38 / Def 30 / Sp.Atk 8 / Sp.Def 30 / Speed 10
Moves: Telekinesis (Scene x3), Block, Scary Face, Stealth Rock, Toxic, Bullet Punch, Zen Headbutt, Pursuit

154 Chapter Four: Sample Campaign and Setting Concepts

Cybernetic Metagross (Blitz)
Level 60 @ Shell Bell
Type: Steel/Psychic
Abilities: Clear Body, Cluster Mind, Thrust
Augmentations: Smart Vision (2 capacity)
Pokémon Edges: Attack Conflict (Special Attack), Ability Mastery
Vitamins: PP Up, Carbos x4
Hit Points: 148
HP 26 / Atk 39 / Def 27 / Sp.Atk 10 / Sp.Def 10 / Speed 30

Moves: Agility, Brick Break, Bullet Punch, Pursuit, Ice Punch, Thunder Punch, Rock Slide, Zen Headbutt

Battlefield Tactician
Trainer Level 41
Classes: Coordinator / Cheerleader / Attack Ace / Enduring Soul
Hit Points: 152
HP 20 / Atk 5 / Def 20 / Sp.Atk 5 / Sp.Def 20 / Speed 15
Important Features:
Coordinator – Decisive Director, Nuanced Performance, Reliable Performance
Cheerleader – Go, Fight, Win!
Attack Ace – Stat Link, Stat Maneuver, Stat Embodiment
Enduring Soul – Awareness, Resilience, Not Yet!
Generic – Ravager Orders, Trickster Orders
Equipment: Light Armor (+5 Damage Reduction), Gas Mask, Focus Band
Items: Burn and Paralysis Pester Balls, Sting Grenade, Hyper Potion, Revive, Full Heal

Combat Stats: Extras
The following are just some spare combatants that can be thrown in to make a certain stage of the encounter
even tougher or to add more stages to the encounter. Underneath each stat block will be a brief explanation
of how to integrate it into the encounter.

Rainy Ludicolo
Level 50 @ Leftovers
Type: Water/Grass
Abilities: Swift Swim, Rain Dish, Confidence
Hit Points: 123
HP 21 / Atk 5 / Def 7 / Sp.Atk 30 / Sp.Def 25 / Speed 20
Moves: Rain Dance, Surf, Water Sport, Bubblebeam, Energy Ball, Teeter Dance (Scene x3)
Ludicolo can support the Mechagross and the Cybernetic Metagross very well by setting up Rain to hedge
against their Fire weakness and then activating Confidence to boost their combat stages. Note that the Cy-
bernetic Metagross all have the Clear Body Ability, making this strategy potentially exceedingly powerful.
In addition, Ludicolo provides some coverage that’s missing from the rest of the encounter with its strong
Water and Grass Type attacks.

Chapter Four: Sample Campaign and Setting Concepts 155

Atmospheric Tentacruel
Level 50 @ King’s Rock
Type: Flying/Poison
Abilities: Liquid Ooze, Lightningrod, Illuminate
Vitamins: PP Up, HP Up x2
Hit Points: 126
HP 22 / Atk 5 / Def 7 / Sp.Atk 25 / Sp.Def 30 / Speed 25

Moves: Thunder, Hurricane, Air Slash (At-Will), Sludge Bomb, Toxic Spikes, Giga Drain

This variant of Tentacruel can be found in Chapter 2. It synergizes well with Ludicolo’s Rain, and its Light-
ningrod Ability can direct Electric attacks away from Mechagross. It can also be used along with Ludicolo to
add more phases to the scenario, such as a battle when passing by labs in a military complex.

Psionic Assassins
Trainer Level 41
Classes: Telepath / Researcher (Upgrader) / Hunter
Abilities: Telepathy, Teamwork
Augmentations: Smart Vision (2 capacity), Thermal-Optic Camouflage (4 capacity)
Hit Points: 179
HP 29 / Atk 5 / Def 10 / Sp.Atk 30 / Sp.Def 15 / Speed 30
Important Features:
Telepath – Telepathic Awareness (Telepathy), Mental Assault (Psyshock, Extrasensory), Honed Mind
(Mind Reader, Calm Mind), Thought Detection
Researcher – Upgrader Field
Hunter – Hunter (Teamwork), Hunter’s Reflexes, Surprise!, Finisher
Generic – Blur, Signature Move (Extrasensory)
Equipment: Light Armor (+5 Damage Reduction), Helmet, Running Shoes, Focus (+5 Special Damage)
Items: Revive, Full Heal, Super Potion, Zap Blaster or Inferno Cannon, Flashbang
These Trainers can be thrown in at any stage of the battle and may even move with the battle, which is facil-
itated by their vehicle below. Their primary trick is to use Mind Reader to guarantee a hit with a Zap Blaster
or Inferno Cannon.

Armored Hoverbike (Personal Sized Vehicle)
Upgrades: Structural Integrity x2, Reinforced Alloys, Vehicle Speed Upgrade, Breach-Resistance Armor,
Armored Plating Upgrade x2
Hit Points: 120
Def 13 / Sp.Def 13
Capabilities: Overland 10, Breach Security 2, Breach Capacity 5
Mounted Weaponry:
Gatling Gun Tier 3 – Uses the Move Spike Cannon. Adds 27 as Attack Stat when used by Psionic Assassins.

156 Changelog

Changelog 1.02

Once again, spending time working on other parts of the system, in particular the core book and the redone
Game of Throhs book, has kept me from spending a lot of time here. Think of this as a stop-gap update
that performs just enough maintenance to make this book usable with 1.05 but is a setup for much bigger
changes later on. I think this book is due for an overhaul similar to what Game of Throhs got this update.

• Pokébots had their basic mechanics changed to be less resource intensive and to act more like Pokémon.
• Engineer, Jailbreaker, and Upgrader have become Researcher Fields of Study
• Expect in future updates for cybernetics to be given a similar treatment to Alchemy in Game of Throhs:

less tied to character Classes and Features and more of a campaign-wide mechanic for creating interest-
ing items and equipment.
• Glitch Bender has been pretty much totally remade
• I will probably completely redo the layout/design for this book at some point.

-castfromhp

art by RobtheDoodler at http://robthedoodler.deviantart.com/


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