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Roleplaying a Pokemorph

·2432 words

It was a dark and bleary night, and in the darkness, the sneasel’s eyes reflected what little light was available. Running her claws through her hair and over her signature red feathers, Nycty sighed a little bit. A small shift from one foot to the other to test the softness of her soles against the ground before moving into a crouch. The gem on her forehead glows faintly in a light blue as the icy cold of the Ice Punch she is preparing starts to sink through her claws.

Pokemorphs are more than just human-shaped pokemon (although humans being pokemon is somewhat established canon) and as such, come with a slew of differences that can flavor your roleplaying to give that little something extra in your scenes.

Just for starters, many pokemon are covered with fur, leaves, feathers, or scales and as such, may not be able to blush well, if at all. Others might have expressive ears, twitching noses, or tails that can convey emotion. While in general all pokemorphs are warm-blooded mammals, there are many different ways to non-verbally communicate available with the addition of such things as wings or extra arms. Take inspiration from animal behaviors in terms of what they use to signify emotions such as calm, distress, or anger to add that extra depth to your character, so you aren’t just a human in a fuzzy suit!

Living with Powers
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There are a few major differences between being a human and being a pokemorph that are so pervasive that it can hardly be ignored: typing and intrinsic powers. All pokemorphs have a type that connects them to some primal element in the world—even normal types. This connection can be supportive or antagonistic, depending on the pokemorph’s personality and ties to their type, or even such fickle things as mood and state of mind.

Then, there are the intrinsic powers that pokemorphs possess, codified and measured by Special Attack and Special Defense statistics, and channeled into useful effects through pokemorph moves. As this is a basic fact of life, it’s important to think about it, as it simply is a bit of ever-present flavor… like cilantro on tacos.

Roleplaying a Type
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While a general list of what special abilities Types give (as well as the effects Types can have on one another over and above type advantages and disadvantages) can be found under Pokemorph Details, there is more to be considered from a roleplaying angle. As mentioned previously, a type is a link to a primal element. This can provide comfort to those that are in tune with their type. On the other hand, those that dislike their type, or perhaps hate the fact that they are being stereo… uh, typed, may find that their element brings them a sense of unease. In pure game terms, there isn’t an actual, measurable effect, but it can add a simple and effective way to provide additional dimension to your character with how they feel about their own typing, and how it feels for them to use moves of their own or other types.

One major change comes with the grass type: since the underground is so dim, grass types tend to have to either find a way to get access to expensive sunstone-powered lamps, or be in perpetual “fall colors.” Thankfully, the stark colors that being sun-starved cause have become a bit of a personal fashion all its own.

Moves - What are they good For?
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Pokemorphs, when they come of age, have generally managed to exhibit up to three different moves. Moves represent the channeling of a pokemorphs inner connection to the elements as well as their natural physical capabilities to cause effects over and above what might be done through sheer muscle and grit alone. Special moves, in particular, as pure shows of channeled elemental force, whereas physical moves often combine this elemental force with training or talent to break normal physical limits.

In fact, moves can probably be best thought of as an analog to magic. Powerful psychic pokemon can use the move Psychic to move things with their mind, or speak in telepathy (as long as the target isn’t a dark type). Moves such as Chilling Water or Water Cannon might help you create a cool cup of water on a hot day, or allow you to output enough water to fill a small swimming pool, depending on how much you want to use it. Some pokemorphs can fire massive lasers from their eyes, gems, or mouths while others might channel dark force through their claws. Fire types never need a lighter as long as they have some kind of fire element move, and if you’re an electric type, you might be able to power a radio in a pinch. Dittos can transform themselves freely to copy others, making them both wondrous and feared.

«Are dittos allowed? Are any types or mons not allowed now?»

But what about normal-type moves? Even normal type is a channeling of that link that pokemorphs have… to themselves. They are focused inner talent given the ability to express itself into the physical world.

Moves are not only useful in combat, but they can be used for power stunts as roleplaying additions. For example, creating fire that’s more powerful or distant than touch range could simply be a partial use of Flamethrower. Sword Dance can be both used to entertain and as a way to augment agility for spectacular movement. Charm, when not used at full power, can simply be a sense of wholesomeness and friendliness. Even a move at full power can be used as for a stunt outside of combat. Get creative with it! Just remember that there is a limit to how much a pokemorph can exert their inner powers before they get depleted. Hydro Pump isn’t going to compare to the output of the reservoir dam before you’re out of energy, for example.

Some moves, though, don’t work very well outside of the limited scope of combat. Terrain altering moves for example, are naturally limited in scale as to not cause natural disasters when used (and we won’t talk about Watersport).

«IDK, terrain alteration sounds great for non-combat uses if it can be controlled. Need to get up somewhere and can’t jump or fly? Make a ramp. Etc.»

There are also some specific moves that grant bonuses unique to use outside of combat. Fly, Dig, Psychic, and Strength are a few examples.

Equipment
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Canal City Stories’ main city, [canal-city](Canal City), is set in an age roughly equivalent to the 1910s, with some advancements in electrical understanding and circuitry aided by the long-held and coveted knowledge secreted away by the Nobility. In this age of modernity, many pokemorphs have taken to utilizing tools rather than fully relying on only their internal abilities. This can both lessen the strain on the individual, and make things a bit more even across the board.

Clothing is a spattering of period-accurate, neo-Victorian punk, business suits, and a few offshoots in style here and there. Materials can include mushroom-cotton, wool, and some polyester. Materials like PVC and leather are also available, but are much more expensive than the natural fibers, and less available to those without means. Footwear varies from ‘morph to ‘morph, with bare pawed and decorative boots being as equally present as dress shoes. Shoes can fit a variety of foot styles as well, from those designed for plantigrade feet to digitigrade pawboots.

For personal effects and accessories, there are quite a lot available in the shops of Canal City. The farther from a major settlement you get, the more rural to medieval things are. For example, most watches are digital timekeepers with a backlight: as long as power infrastructure (or a handy electric type) is available they can remain powered near indefinitely. Mechanical watches tend to be rarer and a sign of wealth as the complexity required needs a skilled crafter to create. Books are available, though the selection is mostly stories, legends, cookbooks and survival guides as most books on scientific materials are simply not available beyond basic primary school education levels. Briefcases, backpacks, and slingbags are all common to see. Notepads and dayplanners, paper pads, and both pencils and ink pens are widely available.

But style probably isn’t why you’re here, and is better covered in each city’s specific locale.

«It isn’t yet tho?»

Weapons
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Weapons do exist in the underground, in a variety of flavors. For the most part, small bladed weapons are common to find. Daggers, stilettos, and other variants up to gladius sized. Nobility and the well-to-do that have access to professional training may use more exotic weaponry or larger bladed weapons. The cave systems can be quite a nasty barrier to anything that isn’t small and easily maneuverable without proper training.

Mushroom-lumber isn’t quite as sturdy as ancient woods are, so without additional materials such as spring steel, bows lack a lot of power, limiting them to hobbyist use. Spring steel and compound bows do exist but are incredibly expensive and specialized. Also, as mentioned, of little use in a world that is mostly narrow caves. Shroomwood can still be used for staves, nunchucks, tonfa and the like, as it can get quite dense.

So let’s talk about gunpowder.

Yes, gunpowder exists. Explosives are commonly used by licensed engineers to help open up caves, smooth out walls, and enlarge caverns for habitation. It can also be used for weapons. While most explosives can be used out of the box for what they are not designed for, there is a class of weapons that are designed for harm and little else. Firearms.

The general tech level of the 1910s does mean that revolvers, repeating pistols (although jamming can be an issue), and long rifles are available. For the most part, these particular weapons are either ineffective (such as against steel types) or only show their powers at ranges beyond what a pokemorph can effect directly (again, in caves). Unless it’s a point of style, they’re generally only used for hold-out purposes, especially since at close ranges a bullet is far less impressive than a Fire Spin.

The main benefit of firearms is that they are limited by ammunition instead of personal energy, and ammunition can be shared. The downsides of firearms include maintenance, accuracy, and of course, ammunition availability. Ammunition is only available through a few highly regulated sources, and even the primers needed to re-use casings can be hard to get a hold of. Canal City will sell ammunition to licensed or noble individuals, but Basalt City will sell to anyone with enough money. The Guild has the ability to issue some for specific missions, but generally tries to avoid it—guns are a crutch that’s ineffective compare to a well-trained blade in close quarters, let alone natural ‘morph abilities.

Armor
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Pokemorphs tend to be naturally resistant to getting hurt. Armor can help augment a pokemorph’s physical defense slightly, but it generally follows the rule of cool more than anything. Primarily effective against firearms and unaugmented melee, when it comes to moves it can only really help with the physical—special moves bypass any additional armor completely (although physical side effects may be lessened).

Generally armor comes in chain and plate varieties, and is used as an enhancement to clothes (keep on stylin’). The only exception to this is the Defense Force of Canal City, who wears a combination of partial plate and high tensile strength padded clothing to provide additional physical defense.

Note

At this time we do not have a full mechanical combat system, so it’s hard to really quantify how armor works, but in general if armor is in play:

  • Reduce the type of physical harm based on the kind of armor. (e.g. a slice or cut becomes a bruise or welt when chainmail is in the way, and a piercing hit can likewise be turned into a knock back with plate.).
  • Don’t change anything about direct harm from special moves.
  • Consider changing secondary harm from physical moves, e.g. getting blasted back into a wall or such.

Overall, armor provides a narrative, “rule of cool” reason to last a little bit longer than someone without it. It should also be considered a hindrance when narratively appropriate, such as when running full-tilt or swimming.

«Some suggested additions baked in here»

Money
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Money is poke. Poke is money. Poke is life. Well, not totally. It is a universal fiat currency whose value is held steady through an agreement between Canal City and Basalt City: as the two largest economic powers they backstop it as well as handle ensuring the validity of the money. It comes in both coin and bill form, with larger denomination bills being both physically larger and more complex in decoration. The printing process is a well-kept secret and thus far, it remains impossible to counterfeit.

Oddly, it can also be found in modern form in Mystery Dungeons. Mystery Dungeons also sometimes have the strange currency “yenny” which is only of interest to exotic collectors.

«There are several PMD currencies I can find mention of but yenny isn’t one of them, where’s it from? Also, it would be good to mention coins, bills, whatever here.»

For settlements that don’t do frequent business with the major cities, barter and trade are more the law of the land then poke. Most traveling traders will accept poke, though, as they can always cash in at a larger city. The supply chain of the underground still leaves something to be desired. Digital currency as we know it in the modern era simply does not exist.

Savings and Loan Banks can be found in major cities—and loan sharks can be found just about anywhere—for purchasing more than you can afford and regretting it later.

How Feral is “Feral”
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It should be made note that all pokemorphs are anthropomorphic in nature. They stand upright and can speak. Waving, hand motions, and fine motor skills easily separate a pokemorph from their less-gentrified cousins. Even those with long claws or special combat-oriented features tend to retract them when not in a fight, both to show their peaceful status and to make interacting with things easier.

Feral pokemon do exist, and they are scary. Feral pokemon have the intelligence of simple animals, but are able to much better channel their inner abilities—often to almost double the effectiveness of the average pokemorph. A pack of them is not to be taken lightly, and even the domesticated ones can become very dangerous if sufficiently provoked.