Ptu Fantasy Splat Book

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    PTU Fantasy Splatbook

    For High Fantasy and Medieval Campaigns

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    Table of Contents

    Table of Contents (pg 2)

    Classes

    Duel Master (pg. 3)

    Pirate (pg. 6)

    Blacksmith (pg. 9)

    Guardian (pg. 16)

    Geomancer (pg. 18)

    Setting Information (pg. 20)

    Tome Magicks (TMs)

    Inns

    Crystal Hotspots

    Buildings and Fortifications (pg. 21)

    Traps (pg. 22)

    Coliseums/Arenas (pg. 24)

    Campaign Ideas (pg. 27)

    Credits and Special Thanks (pg. 28)

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    Duel Master

    A number of games we play in modern times were influenced by games and events played in

    ancient times. In the case of the Duel Master, we find the source of todays popular trading card

    game. Duel Masters are wizardly folk whose main source of power comes from their magical

    energy cards. With this power, they can grant all sorts of bonus magical effects, or cast spells

    based on the Pokemon they own.

    When using Duelmasters in a non-Pokemon campaign, you will need another method to

    determine the spells and abilities they can use for their Class Feature. For example, they could

    learn by reading spellbooks, or by collecting magical artifacts that they may draw power from.

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    Duel Master[Class][+2 Speed]

    Prerequisites:Novice Occult Education, Novice Focus

    Static

    Effect:You gain a Deck. You have a number of Energy Cards equal to the sum of your Focus and Occult Education

    Ranks in your deck. You may pick from the following energy colors for your cards:

    Red (Associated with Fire)

    Blue (Associated with Water)

    Green (Associated with Grass)

    Purple (Associated with Psychic)

    Yellow (Associated with Electric)

    Brown (Associated with Fighting)

    You may "assign" moves to your cards to gain them at their normal frequency for the rest of the day. To assign a

    move to a card, you must either own a Pokemon that knows the move by Level Up. The move must be of a type

    associated to the color of card it is assigned to. The move must be At-Will or EOT frequency. You may have up to 4

    moves chosen, and you can change which moves you have at the start of each day.

    Magical Might[Ranked 2][+2 Speed]

    Prerequisites:Adept Focus

    Static

    Effect:You may have up to 6 moves selected per day instead of 4.

    Utilimage[+2 Speed]

    Prerequisites:Adept Education (Occult)

    Static

    Effect:You may assign Battle and Center Status Attacks to your cards as long as they do not have a Damage

    Base, deal set damage, or have the Execute keyword. Assigning moves in this way costs 2 Energy of the same

    Type.

    PlusPower[+2 Speed]

    Prerequisites:Duelmaster

    Standard Action - 1 AP

    Target:Self or adjacent Ally.

    Effect:Use up one card for the day. The target gains +4 Combat Stages in a stat based on the color of card used:

    Red (Attack)

    Brown (Defense)

    Purple (Special Attack)

    Blue (Special Defense)

    Yellow (Speed)

    Green (+1 Combat Stage to Attack, Defense, Special Attack, Special Defense)

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    You've Activated My Trap Card![+2 Speed]

    Rank 1 Prerequisites:Duelmaster

    Rank 2 Prerequisites:2 Rank 1 Activation Conditions

    Standard Action

    Target:Self, Ally, an empty space.

    Effect:Use up one card for the day, and choose an element related to that card. The card is attached to your target

    as a trap. When the enemy steps on the trap, or certain conditions are met, you may activate the trap as a Free

    Action, causing damage base equal to your Education (Occult) Ranking, with an element based on the card

    chosen. You may take this feature multiple times to gain multiple activation conditions. When applying damage, do

    not apply stats, but do apply weakness and resistance. When the day ends, the trap de-activates.

    Rank 1:

    -Target takes a Critical Hit.

    -Target is afflicted with a status condition

    -Target is hit with a Super-Effective Attack.

    Rank 2:

    -Target's non-static ability activates.

    -Target drops below 50% HP.

    -Target is hit by Stat-dropping move.

    Wild Card[+2 Speed]

    Prerequisites:Duelmaster

    Standard Action

    Effect:You learn the move Trump Card. You may change Trump Card's type by spending an Energy Card of the

    corresponding type.

    Defender[+2 Speed]

    Prerequisites:Duelmaster

    Standard Action

    Target:Self or Adjacent Ally.

    Effect:Use up one Energy Card for the day. The target gains one stage of resistance to a chosen element, based

    on the card used to pay for this feature's cost.

    Color Specialist[+2 Speed]

    Prerequisites:Five Cards of the same color

    Static

    Effect:Choose one color of Energy Card you possess at least five cards of. You may apply another type when

    using those cards, depending on the color chosen.

    Red - Dragon

    Blue - Ice

    Green - Poison OR Bug

    Yellow - Flying OR Steel

    Brown - Ground OR Rock

    Purple - Dark OR Ghost

    Lucky Seven[+2 Speed]

    Prerequisites:5 Duelmaster Features

    Static

    Effect:You gain the ability Super Luck.

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    Pirate

    When dealing with vast open oceans or sailing the sky islands in an airship, Pirates are bound to

    show up and cause trouble. These plunderous scallywags will stop at nothing to beat people up,

    rob them blind, and drink all of the grog. Save some for me, darn it!

    Of course, not all Pirates are evil. Many of them may just not like the way society runs things, or

    left seeking greater freedoms. Perhaps your Pirate is simply a bandit or an outlaw on the run.

    The Black Glove: When running a campaign in a different setting, consider allowing the Pirate to take appropriate

    moves and features. For example, instead of learning moves like Razor Shell and Whirlpool in a Sky Pirate

    campaign, they might learn moves like Air Cutter and Wing Attack.

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    Pirate[Class][+HP][+Attack or Special Attack]

    Prerequisites:Swimmer, Novice Combat.

    Effect: Add 2 to your Surface and Underwater Capabilities. You do not take movement penalties in shallow water or

    sandy terrain. You may not have both this class and the Ninja Class. When taking this class, choose Attack or

    Special Attack. This determines the bonuses, moves and abilities you may gain from this class.

    Navigation[+HP][+Attack or Special Attack]

    Prerequisites:Pirate

    Static

    Effect:Your water-related navigation checks never fail. You can still fail other types of navigation checks.

    Rowdy Crew[+HP][+Attack or Special Attack]

    Prerequisites:Rank 1 Swashbuckling

    Extended Action

    Target:A Pokemon you own with at least 1 Tutor Point.

    Effect:Choose one of the moves you've learned through Swashbuckling. The target loses 1 Tutor Point and learns

    that move.

    Why is the Rum Gone?[+HP][+Attack or Special Attack]

    Prerequisites:3 Pirate Features

    Free Action - 1 AP

    Trigger:You consume a Refreshment Item.

    Effect:You are cured of Poison, Bad Poison, and Confusion.

    Swashbuckling[+HP][+Attack or Special Attack]

    Rank 1 Prerequisites:Pirate

    Rank 2 Prerequisites:Rank 1 Swashbuckling, Adept Combat

    Rank 3 Prerequisites:Rank 2 Swashbuckling, Expert Combat

    Static

    Effect:When you take this class, choose 2 moves from the Rank you've met the prerequisites for or less. You learn

    those moves.

    Rank 1 Rank 2 Rank 3

    Aqua Jet (Attack) Razor Shell (Attack) Waterfall (Attack)

    Water Gun (Special Attack) Poison Jab (Attack) Surf (Special Attack)

    Thief Whirlpool (Special Attack) Revenge

    Snatch Snarl (Special Attack) Beat Up

    Bulk Up Taunt Embargo

    Sand Attack Torment Mist

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    Piratey Prowess[+HP][+Attack or Special Attack]

    Rank 1 Prerequisites:4 Pirate Features

    Rank 2 Prerequisites:Piratey Prowess Rank 1

    Static

    Effect:Choose an ability in the rank you meet the prerequisites for or less. You gain that ability. You may take this

    feature twice, choosing a different ability each time.

    Rank 1 Rank 2

    Intimidate Storm Drain (Special Attack)

    Pickpocket Defiant (Attack)

    Shell Armor Water Veil

    Swift Swim Pickup

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    Blacksmith

    When it comes to equipment, nobody will supply you with better Armor or Weapons than a good

    Blacksmith. With hammer and anvil, a good Blacksmith will add all sorts of bonus effects to your

    weapon too, such as knocking foes back, ignoring defense, or dealing elemental damage.

    This being said, Blacksmiths are no slouch in combat either. Stat Tags have been added to the

    class, enabling the Blacksmith to use his personal armory to the fullest effect.

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    Blacksmith [Class] [+2 Attack]

    Prerequisites:Novice Athletics, Novice Focus, Smith

    Static

    Effect:You are now able to add weapon and armor keywords to items you create (with a cost). You also gain a

    signature that other people might recognize your work and may add it to any items you craft. The keywords Move

    and Typed are not included in this feature. You are also limited to one keyword and/or honed craftsman bonus per

    item.

    Frugal Crafting [+2 Attack]

    Prerequisites:Blacksmith

    Static

    Effect:You have mastered the art of using only what you need with little to no waste. Material costs are reduced by

    25%.

    NOTE: Material costs will depend entirely on how your GM is making you acquire materials, if using currency

    directly then you will be able to craft these items at 25% reduced market price, if using raw materials then you will

    only need 75% of what would normally be needed or as an alternative method need what is normal and then have

    25% of the materials left over after the crafting is complete.

    Honed Craftmanship [+2 Attack]

    Rank 1 Prerequisites:Blacksmith, Frugal Crafting

    Rank 2 Prerequisites:Rank 1, Adept Focus

    Rank 3 Prerequisites:Rank 2, Adept Athletics

    Rank 4 Prerequisites:Rank 3, Expert Focus

    Rank 5 Prerequisites:Rank 4, Expert Athletics

    Static

    Effect:You may learn a Smithing Recipe from the list below, marked with the Honed Craftmanship Rank you are

    gaining or lower. You must additionally meet any Prerequisites of the Talent. Upon gaining rank 2 you are now

    limited to two keyword and or bonuses, and 3 at rank 4.

    Masterpiece [+2 Attack]

    Prerequisites:Honed Craftmanship Rank 3

    One Time Use Extended Action

    Effect:You Create a Masterpiece Weapon. You now may add the weapon keywords of Type or Move by either

    folding one Elemental Stone or the appropriate TM/HM into your Masterpiece Weapon.

    Stone Name Element Stone Name Element

    Fire Stone Fire or Fighting Moon Stone Rock or Ground

    Water Stone Water or Ice Shiny Stone Dragon or Steel

    Thunder Stone Electric or Flying Dusk Stone Dark or Ghost

    Leaf Stone Grass or Bug Dawn Stone Poison or Psychic

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    Smithing Recipes

    Weaponsmith

    Rank 1

    Effect: Weapons you create cause your physical attacks to deal an additional 5 points of damage. This damage is

    applied before resistances and weaknesses.

    Armorsmith

    Rank 1

    Effect: Light, Medium, Heavy Armor and Shields you create grants an additional 5 Damage Reduction OR removes

    up to one negative to user's Speed Combat Stage.

    NOTE: While shields may be used as weapons, you cannot apply the bonus of Weaponsmith to them. You can

    apply weapon keywords and other honed craftsman features to shields, but they only count as armor ora weapon

    when crafting, not both.

    Attack Booster Expertise

    Rank 2Effect:You create Stat Boosters which increase Attack or Speed. When creating a Stat Booster, you must choose

    either Trainers or a specific Pokmon Species. Only Pokmon or Trainers with similar body types may use that

    Stat booster.

    Defense Booster Expertise

    Rank 2

    Effect: You may also create Stat Boosters which increase Defense or Special Defense. When creating a Stat

    Booster, you must choose either Trainers or a specific Pokmon Species. Only Pokmon or Trainers with similar

    body types may use that Stat booster.

    Focus Imbue

    Rank 2Ingredients:A Focus

    Effect: Weapons Imbued by Focus Imbue grant the benefit of the Focus as well. Body-Slot Equipment Imbued by

    Focus Imbue grant an additional 5 Damage Reduction against Special Attacks.

    Minor Type Imbue

    Rank 2

    Ingredients: Type Booster

    Effect: Weapons Imbued by Minor Type Imbue grant the benefit of the Type Booster as well. Body-Slot Equipment

    Imbued by Minor Type Imbue grants 5 Damage Reduction against the Type Booster's Type.

    Specialization Imbue

    Rank 3Ingredients: 1,500 for Raw Materials

    Effect:Weapons Imbued by Specialization Imbue grant a +3 bonus to performing one of the following combat

    maneuvers Disarm, Trip, or Push. Armor Imbued by Specialization Imbue causes a -3 penalty to all attempts of the

    chosen combat maneuver.

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    Weather Imbue

    Rank 3

    Ingredients: Damp, Heat, Icy, or Smooth Rock

    Effect: Weapons Imbued by Weather Imbue allow the user's Struggle Attacks and Weapon Feature Attacks to

    cause targets to suffer the negative effects of their associated Weather for 1d2 turns on a 18-20 Accuracy Check.

    Damp Rock's effect weakens a target's Fire Type Moves and causes them to take additional damage from Water

    Type Moves. Vice versa for Heat Rock. Icy and Smooth Rock's effects cause the target to suffer recurring damage

    as usual for the Weather. Body-Slot Equipment Imbued by Weather Imbue grants immunity to the negative effects

    of the associated Weather as listed above.

    NOTE: Weapon effects from this feature do not stack with the same weather effect.

    Imbued Craft

    Rank 3

    Effect:You may imbue a Stat Booster into Weapons and Body-Slot Items. The weapon or armor gains the effects

    of the stat booster.

    Endurance Imbue

    Rank 3

    Ingredients: Focus Sash or Focus Band

    Effect: Body-Slot Equipment Imbued by Endurance Imbue simply grants the benefit of the Focus item as well.

    Weapons Imbued by Endurance Imbue allow the wielder's Struggle Attacks and Weapon Feature Attacks to ignore

    the effects of Focus Sashes, Focus Bands, the Move Endure, and the Sturdy Ability.

    Condition Imbue

    Rank 4

    Ingredients: Grip Claw, Light Clay, or Binding Band

    Effect: Weapons Imbued by Condition Imbue using Grip Claw and Binding Band simply grant those items' effects

    as a benefit. Weapons Imbued with Light Clay allow the wielder to ignore the effects of a Blessing once per battle.

    Body-Slot Equipment Imbued with Grip Claw grants the user a +4 bonus to rolls for escaping a Vortex, Binding

    Band allows a user to ignore HP loss effects from Moves that cause Trap or Stuck, and Light Clay simply grants its

    effect as a benefit.

    Lifeforce Imbue

    Rank 4

    Ingredients: Shell Bell or Life Orb

    Effect:Weapons Imbued by Lifeforce Imbue grant the benefit of the Imbued item as well. Body-Slot Equipment

    Imbued with a Life Orb causes enemies who hit the user with a melee Attack to lose 1/16th of their maximum HP.

    Body-Slot Equipment Imbued with a Shell Bell causes the user to gain 5 Temporary HP whenever they suffer an

    Injury.

    Keepsake Imbue

    Rank 4

    Ingredients: King's Rock, Razor Claw, or Razor Fang

    Effect:Weapons Imbued by Keepsake Imbue grant the imbued item's effect as a benefit. Body-Slot Equipment

    Imbued with Keepsake Imbue allows the user to ignore the first Flinch, Critical Hit, or Injury they suffer per Battle

    depending on whether a King's Rock, Razor Claw, or Razor Fang is used, respectively.

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    Noxious Imbue

    Rank 5

    Ingredients: Toxic Orb, Flame Orb, Iron Ball

    Effect: Weapons Imbued by Noxious Imbue cause the wielder's Struggle Attacks and Weapon Feature Attacks to

    inflict a Status Affliction on the target on 19-20 on Accuracy Check, either Poison, Burn, or Slow for Toxic Orb, Flame

    Orb, and Iron Ball respectively. Body-Slot Equipment Imbued by Noxious Imbue allows the user to roll 1d20

    whenever they are hit by a melee attack. On a 19-20, their attacker is afflicted with a Status Affliction, either Poison,

    Burn, or Slow for Toxic Orb, Flame Orb, and Iron Ball respectively.

    Major Type Imbue

    Rank 5

    Prerequisites: Minor Type Imbue

    Ingredients: Type Plate

    Effect:Weapons Imbued by Major Type Imbue double the bonus from Minor Type Imbue. Body-Slot Equipment

    Imbued by Major Type Imbue grants the user one level of resistance against the Type of the Type Plate used.

    Imbuement Master

    Rank 5

    Effect:Your keyword/bonus limit is now 4. You may still only apply one weapon/armor keyword per piece of

    equipment.

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    Weapon Keywords

    Rupture

    Causes Bleed if the AC is within the range indicated by the keyword. (EX: Rupture 3 would be a 18-20, Rupture 5

    would be 16-20.) Bleed causes 1/16th HP damage each round until the target is affected by HP healing of any sort.

    Piercing

    A weapon with piercing is able to punch through the defense of anything, but lacks a certain striking power. A

    weapon with piercing ignores Defense and/or Special Defense gained from armor and shields. Due to the nature

    of the weapon the DB is reduced by 1.

    Charge Time

    Your weapon takes a while to warm up, but it packs a wallop when its ready. This charging period can be anything

    from actually having a warm-up period, being a bow with a long draw, or even being a weapon that just happens to

    weigh a ton. When wielding a weapon with Charge Time, you must spend a Standard Action on the previous turn

    before you can attack with it.

    Opportunist

    Whether the lightning fast strike of a dagger, the reflexive twitch needed to pull a trigger or a certain eastern curved

    blade known for its fast-draw styles, a speed weapon is able to pull of quick strikes that can leave slower weapons

    in the dust. Once per encounter, the wielder of an opportunist weapon may make an attack as an interrupt in

    response to being targeted.

    Stat Style

    From the defensive quarterstaff to the battle-axe made for swinging hard, some weapons are designed with

    specific combat philosophies in mind. Upon creation, the crafter choses a non-HP Stat the Stat Style weapon will

    be associated with. Whenever the weapon makes a successful attack, the wielder may spend 1 AP as a Swift

    Action on AC 16-20 to raise the weapons associated stat by one stage.

    Threaded Weapon

    This weapon keyword can grab ahold of targets and objects by wrapping around them. As long as the target is still

    restrained, if the weapons holder is heavier, they are Trapped. If the weapons holder is lighter, they are Slowed,

    and the weapons holder is dragged around with them. The weapon use may also pull themselves to the target as

    a Swift Action.

    Push

    Push weapons are generally large weapons that can send foes flying. Someone hit by a Push Weapon is moved

    away from the attacker a number of spaces indicated by the keyword.

    Hand Option

    If a one-handed weapon is big enough to be used with two hands, it will have the Hand Option Trait. You may

    switch to a two-handed stance either as a Swift Action if your off-hand is empty, or as a Standard Action if you are,

    as if you needed to equip a weapon. Using a Hand Option weapon with 2 hands increases the Damage Base by 1.

    Typed

    In more fantastical campaigns, or when the creator feels it makes sense, weapons may deal damage based on

    an elemental type. For example, maybe that scimitar your players found in the desert ruins deals Fire Elemental

    Damage. Remember that using this weapon provides the user with super effective attacks against some types,

    but not very effective attacks against others.

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    Move

    Similar to Typed, some weapons may teach the user a move which they can only use while they are equipped with

    that weapon. Perhaps your archers dragon-slaying bow allows him to use a ranged instance of Dragon Claw, or

    an electrically charged mace that can swing out Thunder Punches. As with typed weapons above, use these ones

    wisely.

    Armor KeywordsQuick Release Straps

    Normally, taking off ones armor takes a full round during combat, but with a little bit of engineering, you are now

    able to remove your armor in only a Swift Action.

    Saddle Straps

    Usually used by those that use a mount in combat, but are not the most proficient on a mount. These straps attach

    the users armor to a Pokemons saddle, making it so that it is nearly impossibly to remove the rider from the

    saddle. You always succeed any checks to stay in the saddle, however, you require a full action to detach yourself

    from the saddle and dismount.

    Spiked Armor

    By attaching spikes to your armor or shield, you make your enemy think twice about attacking you outright, but it

    also makes it a bit more awkward to move with the gear. You gain the Iron Barbs ability, but take a -2 penalty to

    Athletics and Acrobatics checks. NOTE: Multiple instances of Iron Barbs do not stack.

    Aqua Dynamic

    By creating special pathways and chambers into a suit of armor you are able to remove surface and underwater

    penalties from medium armors and remove sinker from heavy armor and gain a surface/underwater speed of 2.

    Specialized

    Upon creation the maker of the armor chooses a weapon type (ie Slashing, Bludgeoning, etc.) This armor now

    grants an 5 additional damage reduction from attacks of this weapon type, including moves that come use this

    weapon.

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    Guardian

    The Guardian. Most Trainers are willing to sacrifice some of their well-being for their Pokemon,

    but the Guardian borders on suicidal. Their life means little to them all they know is that they are

    strong, and their allies are not as strong as them.

    A Guardian risks his or her life every day in a brave attempt to protect their allies. These are

    trainers who have made taking hits for their team a science and are the epitome of a human

    shield. It is recommended that Guardians wear heavy armor and other defensive equipment so

    they might protect themselves as well as their teammates.

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    Guardian [Class][+Defense][+Special Defense]

    Prerequisites:Defender

    Static

    Effect: You gain the Bodyguard Ability.

    Skilled Protector [+Defense][+Special Defense]

    Prerequisites:Guardian

    Daily/5 - Free Action

    Effect:When using either Cover or Defender, the Guardian may expend a use of this feature instead of AP.

    Take Me Instead! [+Defense][+Special Defense]

    Prerequisites:Guardian

    Static

    Effect:You learn the Moves Follow Me and Rage Powder. Gas Masks and other such effects do not block Rage

    Powder when used this way.

    True Grit [+Defense][+Special Defense]

    Prerequisites:Guardian

    2 AP - Swift Action

    Trigger:You are Confused, Enraged, Stuck, or Paralyzed.

    Effect:You may ignore the effects of the Status Condition this round as long as you are Intercepting an attack.

    Human Shield [+Defense][+Special Defense]

    Prerequisites:True Grit

    Static

    Trigger:You try to Intercept an Area of Effect attack with Bodyguard, Cover, or Defender.

    Effect:Whenever Intercepting an Area of Effect attack you may now protect your ally from the damage. You must be

    able to shift into their square and cover them, taking both sets of damage while your ally takes none.

    Get Down![+Defense][+Special Defense]

    Prerequisites:Guardian, Expert Athletics

    Static

    Effect:You learn the Moves Wide Guard and Friend Guard.

    Bastion[+Defense][+Special Defense]

    Prerequisites:5 Guardian Features

    Battle

    Trigger:You Intercept an attack

    Effect:You may receive the Attack at +6 Combat Stages in the relevant Defense.

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    Geomancer

    Gathering the natural magicks of the earth, Geomancers specialize in weaponizing nature

    against their foes. The earth itself moves at the command of the Geomancer, shaping and

    strangling nearby foes.

    In combat, Geomancers are not a direct combat focused class, but rather have a vast array of

    support abilities to hinder foes and buff allies. You should be careful, however, as a

    Geomancers magic effects a wide area, and may affect allies if youre not careful!

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    Geomancer [Class][+1 HP][+1 Special Defense]

    Prerequisites:Natural Theory

    Static

    Effect:You gain Groundshaper.

    Nature's Hinderance [+1 HP][+1 Special Defense]

    Prerequisites:Geomancer

    Static

    Effect:You learn Sinkhole and Tanglevine.

    Sinkhole: By raising the water table beneath the soil a Geomancer is capable of transforming small areas of land

    into a quagmire. Range 6, Blast 3. As a Full Action usable Daily/5 the targeted area is now considered a swamp,

    and should be counted as slow terrain unless a feature/ability/capability says otherwise. Lasts 4 rounds.

    Tanglevine: Calling forth the powers of the grass and plants a Geomancer is able to interfere with their opponent's

    movement. Vines slow any attempt to pass through their area. Range 6, Blast 3, As a Full Action usable Daily/5

    targets are slowed while in the area and due to the nature of 'living' plant matter Naturewalk does not affect

    Tanglevine. Lasts 4 rounds.

    Nature's Assistance [Ranked][+1 HP][+1 Special Defense]

    Rank 1 Prerequisites:Geomancer

    Rank 2 Prerequisites:Adept Survival, Nature's Assistance 1

    Static

    Effect:Pick an ability from the list at the Rank you are choosing or lower. You learn that ability.

    Rank 1 Rank 2

    Naturewalk Arena Trap

    Icestep Desert Weather

    Nature's Protection [+1 HP][+1 Special Defense]

    Prerequisites:Adept Survival

    Static

    Effect:You learn the moves Mud Sport and Water Sport.

    Nature's Mastery [Ranked][+1 HP][+1 Special Defense]

    Rank 1 Prerequisites:3 Geomancer features

    Rank 2 Prerequisites:Nature's Mastery Rank 1, Expert Survival

    Static

    Rank 1 Effect:You learn Secret Power.

    Rank 2 Effect:You learn Nature Power.

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    Buildings and Fortifications

    When dealing with medieval fantasy, its important to know the basics of what your surroundings

    will be like. Here are some helpful tips as to what your cities may be.

    Castles

    Usually owned by royalty or nobility, Castles are often the centerpiece of a town. This is so thetownspeople may be watched over by their ruling lord. More often than not, castles are made

    from stone, which is a fairly common commodity that is easy to set up in an age without

    concrete or mass-produced steel. Castles are usually very luxurious inside, to show off the

    owners immense wealth and fortune. The floors are usually made with stone, a much cleaner

    material.

    Walls and Gates

    Most towns and villages will have walls surrounding their town to protect them from bandits, wild

    Pokemon, and other undesirables. Often crafted from wood and occasionally stone if the town is

    fortunate enough to have access to groundshaping Pokemon. Gates are used to enablepassage in and out of the town, and come in several varieties. The drawbridge is rather

    common, if the town has an aquatic moat or deep chasm surrounding it, and more lavish gates

    may have giant wooden doors or even iron bars that are lifted by chains or ropes from the inside.

    Houses

    Peasants can rarely afford more than wood for their houses, unless theyre particularly rich

    merchants. The roofs are often thatched with straw or thick grass, making fire particularly

    dangerous in the summer heat. Enter Trogdor, stage right. Floors are usually dirt, and only

    extravagant houses or townspeople have second stories. However, cellars are fairly common

    occurrences, as even the poorest townsfolk will manage to dig out a small storage cellar.

    Water

    Some peasants acted as millers, farming grains and straws to use on their thatch-roofed

    cottages, as well as for the purposes of baking bread. To do so, they would set up watermills

    near sources of running water to propel the wheel, as such many villages and towns are

    generally located near rivers and streams. In more luxurious towns, some lords or kings would

    set up aqueducts, a series of water passages (usually made from stone) to transport fresh

    water from a water source, such as a stream or reservoir, around the city to the townspeople.

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    Traps, Tricks, and Bogeymen

    Fire Wall

    Trigger:Pressure plates, located on the floor

    Effect:When the plates are triggered, anyone caught standing on a trap takes Damage Base 4 Fire Damage. Do

    not apply stats, but do apply weakness and resistance. Players may attempt to avoid the flames by making first a

    Perception or Intuition check to notice the trap, and then an Acrobatics check to move away in time.

    Collapsing Wall Spikes

    Trigger:Pressure plates, located on the floor

    Effect:When plates are triggered the walls will grow spikes and slowly begin moving inward potentially crushing

    those unfortunate enough to get stuck in them. Players may attempt to avoid the trap by making a Perception or

    Intuition check to notice the pressure plate, after the trap has been triggered RUN! Alternatively, the GM may set an

    obstacle course to reach the off switch.

    Pits

    Trigger:Pressure Plates. Will often be ominously large gaps with platforms in between.

    Effect:Those who fall in take falling damage based on the depth of the pit. Pits with spikes at the bottom increasebase falling damage by 1, and other nasty surprises, such as wild Pokemon or lava/boiling water may be below.

    Poison Gas

    Trigger:Pressure Plates, Tripwires, or manual switches.

    Effect:When triggered a poisonous gas is released into the air, players that do not have proper protection from

    airborne toxins will become Badly Poisoned.

    Falling Boulders

    Trigger:Various

    Effect:When triggered, a boulder will drop from the ceiling. The boulder will travel in a straight line, inflicting

    Damage Base 20 to anything it runs over. The boulder will not turn unless the hallway is designed with curves in it,

    so it is suggested that you make the hallway just large enough for the boulder to fit in to make it harder for the PCs

    to escape. The boulder moves at Overland 3 each round.

    Golem/Elemental Protectors

    Trigger:A player tries to enter a door, open a chest, pass a certain point

    Effect: Golem or Elemental Protectors are often placed in dungeons to protect treasure from falling into unworthy

    hands. Golems are traditionally made of stone or metal, and use melee weapons and shields. They may know the

    move granted by the weapon edge associated with their move, and have stats equal to a trainer of their level.

    Elementalists are composed of something of their chosen element, such as Water or Fire, resulting in them

    having that type. and are treated as if they have the same stats as a trainer of their equivalent level. Elementals can

    use Struggle attacks of their element, or at a range of 4 dealing special damage. They may also know Moves of

    that type. Feel free to be creative with your golems and elementals.

    Boiled Oil

    Trigger: Various

    Effect: When triggered boiling oil will pour out into the area, those caught in the oil will take Damage Base 5 Fire

    damage and will then continue to suffer from the Burn condition.

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    Kill Cages

    Trigger:Manual release, occasionally tripwires or pressure plates.

    Effect:When triggered 1-2 feral pokemon are released per cage. These pokemon are often canine in nature and

    generally treated very poorly to increase their blood rage.

    Gender Bender Traps

    Trigger:Various.

    Effect:The victim is caught in a pink cloud. Their gender is changed, and their Spirit and Body attributes are

    swapped for the duration. This effect lasts for 24 hours, or until an appropriate cure is found.

    Illusions

    Trigger:Various

    Effect:When triggered many things could happen but here are a few classic examples. Illusions may cover the

    door to the room you are wanting hiding it from view. Illusions may hide a chasm or pit by creating a false floor. On

    the other side of the coin illusions might make a perfectly normal and safe floor seem very dangerous to cross.

    The only limiting factor is your GMs imagination.

    Note:Illusions are completely harmless in and of themselves and can only be made truly dangerous in

    combination with other traps.

    Tripwire

    Trigger:Stepping through the tripwires square, opening a door/chest.

    Effect: Often used as triggers to other more devious traps, tripwires do have a use of their own causing those

    unfortunate enough to not see them to fall prone.

    Giant Spider Webs

    Trigger:There are Spider Pokemon in your dungeon.

    Effect:There is a giant spider web suspended in mid-air. These webs are usually strong, and very sticky. When

    caught in a spider web, the player is trapped, and cannot use any limbs that have been trapped in the web. Spider

    Pokemon, such as Ariados and Joltik, may travel across these webs with no problem. Webs can be destroyed withbladed weapons/attacks and Fire type moves.

    Revived Skeletons

    Trigger:The victim enters an area where a number of other adventurers have died (ie., a pit)

    Effect:Skeletons revive in the area and are immediately hostile to the players. The skeletons have stats equivalent

    to a player of their level, and may use weapons of any type. If a skeleton falls, the other skeletons may pick up one

    of the fallens bones, enabling it to use the moves Bone Club, Bonemerang, and Bone Rush.

    Warp Tiles

    Trigger:Stepping on one.

    Effect:When triggered the player or players will be teleported to the location where the warp tile has been attuned

    to, this may be another warp tile that will send them back to the original or it could be into a separate room all with

    no immediately apparent exit, perhaps even no exit at all.

    Escherooms

    Trigger:Entering the room, hallway, building, etc.

    Effect:These rooms are partially trapped in a separate dimensional state allowing for their complete disregard for

    the laws of physics, gravity, and sanity.

    Note:Please refer to the works of M.C Escher for inspiration.

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    Coliseums and Arenas

    A coliseum is an exciting place to be in the medieval times. Rulers would build these places to punish criminals,

    entertain the masses, and have something to feed all those hungry Liepard they keep around. Most fights in the

    coliseum are without rules, and if the crowd didnt enjoy your fight enough, they may vote to see you axed!

    Next to being a great place to watch or get involved in fighting, Coliseums were also prime places to gatherinformation, thanks to the large number of people gathered together. For the sake of gaining money, many would

    place wagers on the combatants, which often helped the economy of the ruling lord.

    Depending on how your coliseum works, participants may be stripped of their weapons and other items upon

    entering, meaning they would have nothing but arena-provided weapons and equipment, which usually meant little

    to no armor. Criminals were often pitted against wild beasts, and if a criminal survived long enough in the

    coliseum, he would have been freed. Some warriors choose to stay at the coliseum due to their innate will to fight,

    or because those who work willingly at the coliseum can earn a hefty penny or a widely-acclaimed status.

    Note:For those of you looking for a little more grimdark to toss into your world, the coliseum is a wonderful

    candidate. Often times, the existence of these places coincide with slavery, and a common practice was to put thesoldiers of an enemy country to death, oftentimes by pitting the poor souls against insurmountable odds, such as

    better armed humans or the occasional pack of feral Houndoom. Another option is to have public torture sessions

    in the arena. The flogging of a captured enemy general would be a sight to see.

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    Siege Weapons

    In order to get past the tall, thick, stone walls of a castle, or to sink the enemy Pirate ship, youre going to need

    some heavy firepower to get in. Here are a few examples of weapons your players may have access to.

    Battering Ram

    AC: 3

    Frequency: EOT

    Range: Melee

    Damage Base: See Effect

    Effect: Battering Rams vary in size. For every additional person holding the battering ram, this weapon deals +2

    Damage Base, capping at 16.

    War Ladder

    Effect:A ladder placed against the side of a castle wall in an attempt to get inside. As a full action, you may make

    an Athletics Check with a DC of 10. On success, you successfully set up the ladder. On defense, you may make an

    opposing athletics check with a bonus of 1 for every target on the ladder as a full action. If you succeed, the ladder

    falls backwards, and all targets on the ladder take falling damage based on ladder height.

    Ballista

    AC: 8

    Frequency: EOT

    Range: 15

    Damage Base 10

    Effect:An incredibly long-range weapon. Once set up, a Ballista must be taken down or destroyed to be moved,

    which requires 2 Full Actions. Grants Piercing.

    Catapult

    AC: 6

    Frequency: EOT

    Range: 10

    Damage Base: 8

    Effect: Can be loaded with various ammo types for bonus effects, such as rocks, flaming dung, etc. Mobile, at

    Overland 3, but takes a Full Action to fire.

    Mangonel

    AC: 6

    Frequency:EOT

    Range: 8, Burst 3

    Damage Base 8

    Effect: Needs a turn to re-load. Mangonels are often stationary on castle walls used as an anti-infantry weapon.

    Similar enough in design to its cousin the catapult that it can fire large rocks just as well and vice versa for the

    catapult.

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    Cannon

    AC: 6

    Frequency:EOT

    Range: 10

    Damage Base 12

    Effect: Explodes in a 1 meter burst upon impact. Those in the burst rather than the impact point take Damage

    Base 6 instead. Needs a turn to re-load. Cannons are heavy, and needs 2 operators to maintain and fire.

    GM Notes: Due to the way these ranged weapons work, Ballista, Catapults, Mangonel, and Cannons all follow a

    Scatter Mechanic. When one of these weapons fires at a target who is at more than half their range, these

    weapons deviate from the targeted area. Roll 1d8 to determine direction, and 1d6+1 to determine distance of the

    deviation.

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    Campaign Ideas

    The following are a series of ideas for campaigns or adventures that you might use in one of

    these settings. Feel free to use or alter them as you see fit to get the right feel for your campaign.

    The Heroes of Light

    Each of the players wakes up with an orb in his or her hand of a different color. Whether they

    keep it secret or not, the king begins hunting down anyone who holds an orb. When he finds

    them, he pronounces them The Warriors of Light, and sends them on on a quest to stop the

    Dark Knight who has kidnapped the Princess.

    Trouble in the Coliseum

    When running this campaign, each of the players should have been convicted of a crime in their

    backstory. The players find themselves in a coliseum. The main event? Them. Can they escape

    this jail to freedom, or will they fight together and rise in the ranks?

    A World of No Poke Balls

    Your campaign world functions in a way that humans do not peacefully co-exist with Pokemon.

    Your characters are forced to survive in a world where they cannot use magical spheres to call

    on monsters for help- suddenly, that wild Tauros looks much more threatening...

    Sky Pirates

    In this setting, either via mechanical or magical means, airships sail the skies. Naturally, this

    means there will be pirates about, sailing the skies for precious booty. Your players have, for one

    reason or another, created or joined a crew, and seek out treasures near and far.

    The Black Fog

    A group of Mediums have been enacting some shady activity in the local city. When the players

    investigate, it turns out they have been working to summon thier God, a giant, soul-sucking

    Haunter called The Black Fog. A successful summoning could spell doom for the kingdom.

    Runic Investigators

    The players are asked to investigate some nearby ruins and bring back information regarding the

    glyphs and runes that are located there- its far too perilous to bring a normal researcher along.

    This being said, the ruins are filled with all sorts of traps, and the runes on the wall seem to

    follow you wherever you go...

    Barrier Maintenance

    Smaller Towns are protected from wild Pokemon by magical barriers that only allow humans to

    pass through them. It seems one town accidentally hired a thief to repair theirs hes made off

    with the magical core of the device! Track him down and return the barrier to its rightful owners.

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    Credits and Special Thanks

    The Black Glove, who headed up this effort.

    Trul, who provided the Blacksmith and Geomancer Classes, as well as a lot of medieval

    information.

    The rest of the PTU Dev Team, for tolerating us.

    Contact us at:Zetaboards Pokmon Tabletop forum- http://forums.Pokmontabletop.com/index/

    /tg/ - Traditional Games

    #Pokymans on the suptg IRC network at irc.thisisnotatrueending.com

    Original game Copyright () Nintendo.

    Copyright Nintendo/Game Freak, 1996- 2012.

    http://www.google.com/url?q=http%3A%2F%2Fforums.pok%C3%A9montabletop.com%2Findex%2F&sa=D&sntz=1&usg=AFQjCNHdst4-P-zkDQI09r-SKG4oNI5Jeg