Friday, February 4, 2011

Templates and Other Rules

The thing about Pokemon is that the games and anime are very inconsistent; not just with each other but within each work. It's never made clear how fast Pokemon age, or how much more powerful Pokemon are than human beings. They change sizes and weights whenever the plot needs them to. Because of these factors, the GM is required to adjust the templates and see if he and I made the same assumptions. But before I discuss each template, I will discuss a new limitation.

Dramatic [-10%]
This is a limitation intended to be used with Shrinking or Growth. Your ability to change sizes is both unconscious and unnoticeable; the change is triggered whenever the GM feels it would fit the scene, and no one notices that you changed sizes, not even you.

This is intended for Pokemon whose size is inconsistent, like Ash's Charizard tended to be.

Anime-esque Pokemon
You are a Pokemon. Only other Pokemon can even come close to defeating you in combat. Strangely, humans, despite being as weak as they are, rule the world. They even treat you as if they are better than you. Sometimes you attack them, just to show them who's strongest, but you always 'dial it down'.

In especially anime-esque games, certain Pokemon will want Control, Create, and especially broad and powerful innate attacks with Selectivity. In these kind of games, you might want to allow players to add multiple elemental types to attacks with Selectivity; each one after the first gives no discount.
Anime-esque Pokemon [95 + 50 * X]
   All attacks have Selectivity [10%]
    Injury Tolerance (Unliving) [20]
   Unaging [15]
   Unkillable 1 [50]
  Optional Traits:
      Control [5-80]
      Create [5-80]
      Social Stigma (Perceived as an animal) [-10]
      Cannot Speak [-15]

You train Pokemon, either for battle or contests. Your Pokemon are your first, last, and only line of defense, so you focus on being able to direct them.

Trainer [20]
   Allies (Various Pokemon) [8]
   Pokemon Empathy (Like Animal Empathy) [5]
   [-15] from Disadvantages:
      Charitable [-7 to -15]
      Code of Honor (Never order a Pokemon to kill, never steal a Pokemon) [-15]
      Dependent (A weak or sickly Pokemon) [-1 to -15]
      Enemy (Evil Organization, Rival, etc) [-1 to -15]
       Expression [-1]
      Guilt Complex [-5]
      Indecisive [-5 to -15]
      Jealousy [-10]
      Low Self-Image [-10]
      Overconfidence [-2 to -10]
      Cannot Harm Innocents [-10]
      Phobia [-2 to -15]
      Sense of Duty (All Pokemon) [-15]
      Sense of Duty (Your Pokemon) [-5]
      Social Stigma (Minor) [-5]
      Social Stigma (Uneducated) [-5]
      Stubbornness [-5]
      Vow (Any, minor) [-1]
      Weirdness Magnet [-15]
      Workoholic [-5]
   [22] from Skills
      Bicycling DX/E
      Cooking IQ/A
      Gesture IQ/E
      Group Performance(Fight Choreography) IQ/A
      Herb Lore/TL IQ/VH
      Tactics IQ/H
      Teaching IQ/A
      Teamster(Any) IQ/A
      Thrown Weapon(Ball) DX/E
      Weather Sense/TL IQ/A

Rescue Team Member
You are a member of a Pokemon Rescue Team. You and your teammates hunt down outlaws and rescue stranded Pokemon. In order to be a member of a rescue team you must have both a sharp body and mind.

Rescue Team Member [30]
    Eye for Distance [1]
    [15] from Mental Advantages
        Absolute Direction [5]
        Absolute Timing [2]
        Combat Reflexes [15]
        Common Sense [10]
        Cultural Adaptability [10]
        Danger Sense [15]
        Dirty Fighting [1]
        Fearlessness [1]
        Fearsome Stare [1]
        Shtick(Any) [1]
        Single-Minded [5]
    [15] from Physical Advantages
        Acute Sense (Any) [2]
        Ambidexterity [5]
        Deep Sleeper [1]
        Extended Hearing [1]
        Extra Fatigue Points [3]
        Fit [5 or 15]
        Hard to Subdue 1 or 2 [2 or 4]
        Increased Perception [5]       
        Penetrating Voice [1]
    [12] from Attacking, Traveling, or Delving Skills or Techniques
    [4] from Attack Skills or Techniques
        Brawling DX/E
        Dropping DX/A
        Innate Attack (Any) DX/E
        Judo DX/H
        Karate DX/H
        Throwing DX/A
        Wrestling DX/A
        Or any techniques of these skills
    [4] from Delving Skills or Techniques
        Climbing DX/A
        Forced Entry DX/E
        Gesture IQ/E
        Lifting HT/A
        Lip Reading Per/A
        Naturalist (Earthlike) IQ/H
        Survival (Any) Per/A
        Urban Survival Per/A
        Weather Sense IQ/A
        Or any techniques of these skills
    [4] from Traveling Skills or Techniques
        Acrobatics DX/H
        Aerobatics DX/H
        Aquabatics DX/H
        Flight HT/A
        Hiking HT/A
        Mount DX/A
        Riding (Any) DX/A
        Running HT/A
        Skating HT/H
        Skiing HT/H
        Swimming HT/E
        Or any techniques of these skills
    [-25] from Disadvantages
        Autophobia (Being Alone) [-30 to -7]
        Chummy [-5]
        Easy to Read [-10]
        Expression [-1]
        Kleptomania [-30 to -7]
        Noisy 1 or 2 [-2 or -4]
        On the Edge [-30 to -7]
        Overconfidence [-10 TO -2]
        Sense of Duty (Rescue Teammates) [-5]
        Third Person [-1]
        Trickster  [-30 to -7]
        Weirdness Magnet [-15]

Wednesday, February 2, 2011

Shuckles and More

Alright, the first major update to GURPS: Pokemon is complete. Either tomorrow morning or Friday evening I should have an other update posted, this time adding character templates, like trained Pokemon or Rescue team member. But for now, enjoy the ten additional moves and ten additional Pokemon I've added. Get them from GURPS: Pokemon at Sourceforge and enjoy this sample:

Elmer isn't a very wealthy man; he's a traveler with dreams of becoming a master. All he has to take him to said dream is his Shuckle, Shucks. They have a close bond, Elmer having received her as a gift over a decade ago when he was still in Scouts. Their tactics are simple; grapple the opponent with a Bug Bite, and then Earthquake it into submission. It's proven to be a fairly effective plan against the Pokemon they shake down from trees, but it doesn't seem to work as well in an official battle.

Elmer Keney [50]
ST 10 DX 10 IQ 10 HT 10 TL 9

Wealth, Poor [-15]
Ally(Shuckle) [51]

   First Aid/TL 9 12 IQ+2 [4]
   Naturalist(Pokemon)/TL 9 10 IQ+0 [4]
   Game(Competitive Pokemon Battling) 12 IQ+2 [4]
   Knot-Tying 11 DX+1 [2]

Shucks [12]
ST 6 DX 8 IQ 10 HT 6 SM -3
Meta Trait: Anime-esque Pokemon[123]
   ST +1 [6]
   DX +1 [12]
   HT +1 [10]
   PER +1 [5]
   Will +1 [5]

   IT: Unliving [20]
   Recovery [10]
   Social Stigma(Animal) [-10]
   Unaging [15]
   Unkillable 1 [50]
Race: Shuckle [-145]
   ST -5 [-50]

   DX -3 [-60]
   HT -5 [-50]
   Extra FP 5 [15]

   Bug/Rock Type [-20]
      IT 1/2(Normal) [20]
      IT 1/2(Poison) [20]
      Vulnerable x2(Rock) [-20]
      Vulnerable x2(Steel) [-20]
      Vulnerable x2(Water) [-20]
   DR 25(Tough Skin, Semi-Ablative) [50]
   Gluttony(CR: 15) [-2]
   Hard to Kill 2 [4]
   Hard to Subdue 2 [4]
   Horizontal [-10]
   No Fine Manipulators [-30]
   Payload(14 oz) [5]
   Timid(A trivial form of shyness) [-1]
   Bug Bite [4]
      Can pickpocket as a free action after a successful bite [1]
      Fangs [2]
      Crushing Innate Attack 1d-3
       Bug-Type Move, Physical Move, Follow-Up Bite [1]
    Deals 2d cr to everyone touching the ground within 4yd, half
    damage with a successful DX-4 roll, no knockback or blunt trauma
    Ground-type move [12]
    Headbutts deal an extra 1d-3 cr damage, may stun, Normal-type move [2]

  Pickpocker 9 DX+1 [8]
   Brawling 10 DX+2 [4]
      Head Butt 10 +0 [2]
      Biting Grapple 9 -1 [2]

Sunday, January 23, 2011


I've been really busy this week, and didn't develop as much content as I wanted. I finished adding all the berries, however: Here's a sample:

Aguav Berry   $15
Make an HT roll. Success means you recover 1 HP a minute for 1d minutes. During that time, you gain the Cowardice disadvantage.

Salac Berry   $120
You gain an additional point of Basic Speed for 1 minute. Multiple doses within an hour don't increase speed and require an HT+4 roll. Failure means nausea for minutes equal to the margin of failure.

Yache Berry   $60
Negates the Vulnerable(Ice, x2) disadvantage for one attack within one minute. Multiple doses within an hour don't offer protection and require an HT+4 roll. Failure means nausea for minutes equal to the margin of failure.

Here's the Item Database, for those who want it.
Oh, and here's a link to GURPS Character Sheet.

Monday, January 17, 2011

Three Very Idle Months

Wow! It's already been three months since my last post. I decided to rework the blog's focus. I'm working on a lot of stuff; D&D homebrew and GURPS: Pokemon  mostly. Expect to see more in the upcoming week, but for right now here's a sample:

Kliem, the Charizard

Kliem grew up hearing the old stories. That beings called humans once walked the Earth; that they had ruled everything; and that under their domination, all Pokemon were equal. She doesn't know whether the stories were true or not and she doesn't care; all she know is that the draconic race is the rightful rulers of the world. She doesn't have a problem working Pokemon in different egg groups, so long as they don't outrank her. She formed a rescue team, Team Outrage, with her half-brother Deier, the Arbok, and her best friend Estrade, the Snorlax. Even though they are officially a rescue team, they spend more time looting abandoned buildings than rescuing other Pokemon.

  Name:  Kliem    Religion:  Ancestor Veneration
  250 Points Advantages:  76 Disadvantages:  -45
  Skills:  21 Race:  198
  Race:  Charizard    Height:  5' 8"    Hair:  -
  Gender:  Female    Weight:  189 lb    Eyes:  Grey
  Age:  17        Size:  +0    Skin:  Orange
  Birthday:  November 9    Hand:  Right
  Strength (ST):  10
  Dexterity (DX):  10
  Intelligence (IQ):  10
  Health (HT):  10
  Will:  10
  Fright Check:  12
  Basic Speed:  5.75
  Basic Move:  5
  Perception:  10
  thr: 1d-2, sw: 1d
  Encumbrance, Move & Dodge
  Level  Max Load  Move  Dodge
  None (0)  20 lb  5  9

  Fatigue/Hit Points
  Basic FP:     10
  Tired:      3
  Collapse:      0
  Unconscious:    -10
  Current HP:     10
  Basic HP:     10
  Reeling:      3
  Collapse:      0
  Check #1:    -10
  Check #2:    -20
  Check #3:    -30
  Check #4:    -40
  Dead:        -50

  Lifting & Moving Things
  Basic Lift:  20 lb
  One-Handed Lift:  40 lb
  Two-Handed Lift:  160 lb
  Shove & Knock Over:  240 lb
  Running Shove & Knock Over:  480 lb
  Carry On Back:  300 lb
  Shift Slightly:  1,000 lb

  Advantages & Disadvantages

  Charizard  [198]
    Ignition - You can ignite Highly Flamable or Super Flamable material. [1]
    Bloodlust (CR: 15) [-5]
    Claws, Sharp (Hands and Feet) [5]
    Code of Honor (Never starts fights with weaker foes) [-1]
    Damage Resistance 1 (Limited (Physical Attacks) -20%; Tough Skin -40%) [2]
    Monster Egg Group  [0]
    Dragon Egg Group   [0]
    Fire/Flying Type  [141]
      Damage Resistance 18 (Limited (Ground), -60%; Cosmic, +50%) [81]
      Injury Tolerance (Damage Reduction) 2 (Limited (Fighting) -60%) [20]
      Injury Tolerance (Damage Reduction) 2 (Limited (Fire) -60%) [20]
      Injury Tolerance (Damage Reduction) 2 (Limited (Steel) -60%) [20]
      Injury Tolerance (Damage Reduction) 2 (Limited (Bug) -60%) [20]
      Injury Tolerance (Damage Reduction) 2 (Limited (Grass) -60%) [20]
      Vulnerability (Electric -10; Wounding x2) [-20]
      Vulnerability (Rock -10; Wounding x4) [-40]
      Vulnerability (Water -10; Wounding x2) [-20]
    Flight (Winged -25%; Planetary -5%) [28]
    Increased Speed +.75  [15]
    SM 0 (Average Height: 5'7"; Average Weight 200 lb) [0]
    Temperature Control 3 (Heat Only -50%) [8]
    Temperature Tolerance 4 (Comfortable 30-135 degrees Fahrenheit) [4]

  Cultural Familiarity (Kanto) [0]
  Enhanced Parry (Bare hands) 2  [10]
  Fanaticism (Dragon Exceptionalism, Extreme +0%)  [-15]
  Language: Kanto-Johto(Native) [0]

  Moves  [66]
    Belly Drum(Increased Strength 5 Costs 3 HP, 1.5 HP per minute -30%) [35]

    Earthquake(Innate Attack (Crush) 2d; No Blunt Trauma -20%; No Knockback -10%; Area: 4yd +100%; Emanation -20%; Environmental: Only effects those touching the ground, -20%; Resistible: Half damage on DX-4, -5%; Physical Ground-type Move, -10%.) [12]

    Fire Punch (Innate Attack (Burn) 2d+1; Follow-Up: Punch +0%; Physical Fire, -10%) [11]

    Substitute(DR 3; Semi-Ablative, -20%; Costs 3 HP, 1.5 HP per minute, -30%.) [8]

  Wealth(Struggling) [-10]
  Duty (Rescue Team, FR: 15, Extremely Hazardous) [-20]
  Skills                        SL    RSL
  Brawling                  12    DX+2  [4]
   Aggressive Parry   11         +0  [1]
  Forced Entry           12    DX+2  [4]
  Aerobatics               10    DX+0  [4]
  Intimidation             12   Will+2   [8]
  Melee Weapons    Usage    Lvl    Parry    Block    Damage                    Reach
  Claws, Sharp         Kick       10     No         No        1d-1 cut                     C,1
  Claws, Sharp         Slash     12     11          No        1d-2 cut                     C
  Kick                        Kick       10     No         No        1d-1 cr                        C,1
  Punch                    Punch    12     11          No        1d-2 cr                       C
   Fire Punch           Punch    12     11          No        Punch+2d+1 burn    -
 Ranged Weapons    Usage          Lvl    Acc    Damage    Range
 Earthquake             Emanation   -        -         2d cr         4          DX-4 for half

  Equipment (10 lb; $375)    On Person    #    $        lb
  Leather Armor                   Yes                1    100    10
  Bluk Berry                          Yes                3    11        0
    This small, delicately skinned, dark blue Berry is only slightly sweet.
    It's often used as currency.
  Yellow Potsherd                 Yes                1    2         0
    A dull yellow broken pottery fragment. It is often used as currency
  Salac Berry                         Yes                2    120     0
    +1 Basic Speed for 1 minute. Multiple does within an hour don't increase
    speed and require an HT+4 roll. Failure means nausea for minutes equal
    to the margin of failure.

Download the sample at:

Get GURPS Character Sheet at:

Sunday, October 24, 2010

/tg/ Thread

This morning, I stared a thread where I roleplayed the arcanist Lunhed answering the community's questions. Here I have the results of that thread:

Lunhed: Arcana researcher here. Ask me a question about magic, and I'll answer it. (DnD 3.5 only, please)

Q: How to make a portal? You know, one way in, one way out
A: Apply force to create a bridge made of the boundary between planes. Quite routine, actually.

Q: Animate Dead requires a gem worth 25 gp per hit die of the dead creature. How does a wizard or sorcerer figure out how many hit dice the creature had? How can a gem be worth 25 gp, when it will be worth a different amount depending on the location in the world? What happens if I cast Magic Jar with the Chain Spell metamagic?
A: We look it up in a book. And we pick gems by weight and type. Gems are mostly valued for their magic. People only use gems for jewelry because they are so expensive. [Edit: I never answered his last question. A chained magic jar would fail due to having an illegal target]

Q: Ok, let's see how you deal with this (even if I'm pretty sure it gets more in fluff point of view than DM fiat 'n stuff):
Let's presume that I've got a PC/NPC/whatever, that is able to cast the spell "Disguise Self", that is shorter than one feet (through shrink person, normal height, or whatever). Let's say, that with Change self, that person will decide to reduce his apparent height to 0,000001 inches/cm (it doesn't really matter). Is he effectively invisible at that point to human eye? What happens, if he's 9 inches tall, and wants to look 1 foot shorter?
A: A very good question. Yes, they would be effectively invisible for most purposes, although an especially keen eye could spot them. Anyone shorter that a foot could not reduce their apparent size to zero, but they could get as close as they would like.

Q: What spell could accurately depict the old, fairy tale "Turn into a frog until the prince kisses you" spell? Or would that fall under wish?
A: Greater Bestow Curse, I'd say. And permanency for good measure.

Q: Why do you think magic is so common recently? I could understand it being common for, say, castles, where an paranoid king may want protection from everything, but alot of the time, magic is displayed without cost beyond MP. Also, what do you think of the idea of Book Casting and alternative magics that need enchanted items and the ability to use them rather than learning magics yourself, such as Rune Casting and Enchanted Tomes?
A: Magic is becoming more accessible ever since they started those adept training courses. And while I feel that an understanding of magical principles are necessary to do it safely, an increase of the availability of magic will increase the standard of living and prevent undue suffering.

Q: Sorcerers and Wizards, I don't understand, though it may be for not having been in contact with it for a while, I thought that Sorcerers Shaped magic, while wizards used recipes, much like an comparison to picking a couple vegetables or hunting small prey and eating them to making an full hearty meal that is slightly hard to do, but certainly fulfilling. Am I missing something? Also, if true, does this mean that an sorcerer could POSSIBLY create an 'recipe', if not by accident?
A: Sorcerers practice magic through gut instinct, wizards through careful application of basic principles. They can both make new spells, but wizards can teach others how to do it.

Q: What classes and level are you?
A: Whisper Gnome Wizard 4 Archivist 3 Mystic Theurge 7 [This dialog is a little meta, but whatever]

Anon: You got hosed with whoever gave you advice on how to level. If you'd been my apprentice, I would have shown you how to get into Mystic Theurge two levels sooner!
Lunhed: I followed in my father's footsteps. Mother was always against it; she wanted me to go to artificer college like my brother.
Anon: Your mother was right. Your brother is most likely walking around in power armor with a super-gun, and you're at what? 6th level spells max? You could have been a contender!
Lunhed: He's gone. Dispater has him.
Anon: Who has him?
Lunhed: He sold his soul to the Iron Duke Dispater, Lord of the Second Layer of Baator in exchange for power. He took his soul immediately.

Q: You have been mocked several times for your build and your usage of class, but I would like to know, has it been worth it? Even after mocked by your mother, and loss of your brother, is the trail you blaze the path that you like?
A: Yes. I get to travel a lot, in order to train people in the ways of the adept and spread my faith. So many nomad communities have thanked me for helping them receive the knowledge they need to survive better in the wild. I've seen beautiful sunsets and wondrous landmarks. If I could live my life again, I wouldn't change anything

All in all, it was a good thread. I might do another one sometime. Amd please, I need your questions, so send them to

Friday, October 22, 2010

Hello and Welcome

Hello, I'm Chris and I'll be using this blog to answer questions on exactly how things work in Dungeons and Dragons 3.5 Edition. I will be giving special attention to the functioning of spells, supernatural abilities (Including magic-like systems, like psionics or incarnum), and the planes. If you have any questions you want answer, send me an email at The following is the chemistry system, the basis of all that occurs in the Dungeons and Dragons world, from dog to drake, spice to spell, goat to god:


Chemistry is the science concerned with the composition, behavior, structure, and properties of matter, as well as the changes it undergoes during chemical reactions. Chemistry began as a rigorous discipline only a few decades ago, when Lunhed Ettinhaal, a mystic theurge and cleric of Nebelun, did a series of experiments that provided support for his energy-matter typing theory.


  • Arcane chemistry: The study of the physical properties of spells, rituals, invocations, prayers, evocations, and magical objects; the fine structure of their effects; and the roles material components and focuses play.
  • Mundane chemistry: The study of non-magical substances, and the non-magical components of magical substances and objects.
    • Organic chemistry: The study of the chemicals used by, in, and on non-elemental living and undead creatures.
    • Elemental life chemistry: The study of the chemicals used by, in, and on elementals.
    • Sub-molecular chemistry: The study of the basic elemental particles, positive, negative, fire, water, earth, and air.
      • Aggregate chemistry: The study of heteromolecules, compounds containing three or more different elements.

Basic Concepts

Matter is comprised of a combination of elements. There are 6 different elements: Positive, Negative, Fire, Water, Earth, and Air. These elements exist in the form of spherical particles. These particles emit a field of force that pushes and pulls on nearby elemental particles. These particles can then be positioned so their relative distance is constant. Such an arrangement is called a bond. Particles tend to repeal as they approach each other, until they reach the bonding distance. If they are pushed together further one of three things can happen.
  • If they are the same element, the particle will combine into a bigger particle.
  • If they are opposing elements (air opposes earth, fire opposes water, positive opposes negative), they will annihilate, creating force, and either disappear or have the excess remain.
  • Otherwise, it will require more and more force to bring them together and the particles will never touch.
Each particle comes in different sizes; the size and element influences the bond strength, the amount of energy it takes to separate two bonded particle. Some sizes are stable, some sizes are metastable, and some sizes are unstable.
  • If a particle is a stable size, it takes energy to break it down.
  • If it is a metastable size, it can be apart of a compound, but will split if it doesn’t have enough bonds.
  • If it is an unstable size, it will split into smaller particles spontaneously.


  • Positive and negative particles are the lightest. They tend to form many bonds with each other, creating a lattice of positive or negative particles.
  • Fire particles tend to be lighter, so fire-containing compounds are less dense. It tends to readily bond with other elements.
  • Water particles bond loosely, allowing molecules to flow past each other.
  • Earth particles make really strong bonds; earthen things tend to be either very strong or brittle due to inflexibility.
  • Air particles like to have only one bonds, and the bond is weak. Air compounds are volatile and tend to react with most things when heated.
  • Opposing elements rarely bond with each other, and when they do, they is always a third type of element present. For example, fire, water, and negative particles of roughly the same size arranged in a triangle forms soda ash, a common detergent.
  • Quasi-elemental compounds are compounds that contain either positive or negative particles and exactly one other type of particle. Para-elemental compounds are compounds that contain exactly two different types of particle and aren't quasi-elemental compounds.

Table: Para- and Quasi-Elemental Types

Positive Negative Fire Water Earth Air
Positive ---- ---- Radiance Steam Mineral Lightning
Negative ---- ---- Ash Salt Dust Vacuum
Fire Radiance Ash ---- ---- Magma Smoke
Water Steam Salt ---- ---- Ooze Ice
Earth Mineral Dust Magma Ooze ---- ----
Air Lightning Vacuum Smoke Ice ---- ----