Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

Where in all of your character write ups will go.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Castellia- A Fantasy Setting (Vulpix & Ninetails! Frosmoth! Kadabra!)

Post by Spectrum »

I thought that I remembered hearing something about this-

In November 2000, it was reported that Uri Geller, an Israeli "psychic"-magician who claims to bend spoons with his mind, sued Nintendo over the Pokémon Kadabra, due to its Japanese name (Yungera) which he claimed was an unauthorized appropriation of his identity. Geller learned of the similarity after fans of both himself and Pokémon noted a resemblance to the character's Japanese name, behavior and face, and presented him with cards of the character to autograph after he had finished taping a television special in Japan.[66][67][68] He further claimed that the star on Kadabra's forehead, and the lightning patterns on its abdomen, were symbols popular with the Waffen-SS and that, through the character, Nintendo had "turned him into an evil, occult Pokémon character".[69] Nintendo countered by stating there was no connection between the two and that they had not named any of the Pokémon after actual people to the knowledge of their staff.[70] In 2008, Pokémon anime director and storyboard artist Masamitsu Hidaka confirmed in an interview that Kadabra would not be used on a Pokémon Trading Card until an agreement was reached on the case.[71][72] In November 2020, Geller announced he had given Nintendo permission to resume printing Pokémon cards depicting Kadabra.[73]
We rise from the ashes so that new legends can be born.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Vulpix & Ninetails! Frosmoth! Kadabra!)

Post by Jabroniville »

Yeah I read that bit. Comes off as insanely petty on Geller’s part. But conmen gonna con, lol.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Lightning Salamander

Post by Jabroniville »

Image

Art by Blazemizu.

LIGHTNING SALAMANDER
Role:
Venomous Super-Salamander
PL 7 (96)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 5-6
STRENGTH 4 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Athletics 4 (+8)
Expertise (Survival) 5 (+5)
Intimidation 7 (+3)
Perception 4 (+4)
Ranged Combat (Special Attacks) 8 (+8)

Advantages:
Evasion, Improved Critical (Thundershock), Improved Defenses, Move-By Action, Uncanny Dodge

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Immunity 10 (Electric Effects) (Flaws: Limited to Half-Effect) [5]

"Amphibian"
Movement 3 (Wall-Crawling 2, Sure-Footed, Environmental Adaptation- Aquatic) [8]
Swimming 3 [3]

Electric Aura 6 (24) -- [28]
  • AE: "Toxic Touch" Weaken Stamina 6 (Extras: Progressive +2) (18)
  • AE: "Acid Spray" Damage 4 (Extras: Secondary Effect, 30ft. Cone +1/2) Linked to Weaken Toughness 4 (Extras: Affects Objects, 30ft. Cone +1/2) (20)
  • AE: "Thundershock" Blast 6 (12)
  • AE: "Screech" Weaken Toughness 6 (Extras: Ranged, Affects Objects) (18)
Offense:
Unarmed +8 (+4 Damage, DC 19)
Electric Aura +8 (+6 Damage, DC 21)
Toxic Touch +8 (+6 Weaken, DC 21)
Screech +8 (+6 Ranged Weaken, DC 16)
Thundershock +8 (+6 Ranged Damage, DC 21)
Acid Spray +4 Area (+4 Damage & Weaken, DC 19 & 14)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +2

Complications:
Disabled (Animal)- Salamanders cannot speak to humans, nor use their pincers to easily manipulate objects.
Disabled (Dehydration)- Amphibians are easily dehydrated, and will die if left without water for more than a few days.
Power Loss (All Powers)- Many Lightning Salamanders require others of their own kind to utilize their best effectiveness, and will drop power if no others are present.

Total: Abilities: 26 / Skills: 28--14 / Advantages: 5 / Powers: 46 / Defenses: 5 (96)

-These Salamanders appear to be almost sentient, as they are bipedal and have a knowing expression, but they are actually merely fairly-intelligent animals. Man-sized Salamanders, these creatures are ringed with spiked "belts" and cast off both electricity and lethal poison. The poison is believed to be natural, while the electricity comes from proximity to elemental wells and the Storm Giants. Electricity pours out of these creatures, forming manes of lightning on their backs, which they can also shoot out with lethal precision. Quick and skittish, they are generally calm unless approached, at which point they often escape en masse, using a few errant bolts as cover. Calm Lightning Salamanders have blue bellies and give off blue electricity, while skittish or aggressive ones give off yellow coloration- their personality types are quite distinct. This also changes its underside from blue to yellow- giving us an old adage: "Belly is Yellow- Kill a Fellow" known to people from this region. Though all creatures can give off sprays of acid or a toxic touch that can easily kill a grown man in minutes.

-Like most amphibians, they require a wet, warm habitat in which to thrive. Their size and energy outtake makes them unable to be very stealthy, necessitating a strong defense. Few hunt these creatures, and even Storm Giants & Dragons usually leave them alone, though some Dragons leave families of them near their underwater caverns, as they provide not only an excellent defensive force, but a loud alarm system via crashing thunder and lightning.

Jab's Notes: Toxtricity, as it's called in the Pokemon games, is a truly unique one, and likely was created just to fill this slot: a Poison/Electric-Type Pokemon. Tall, man-like salamanders, they evolve into either a Low Key or Amped Form based off of the personality type of the Pokemon, meaning if you want both, you'll have to capture more than one and see what their personalities are like. They are either lizards or salamanders (they resemble newts most closely, I think), and are also inspired by punk rock, with their chest protrusions matching the number of strings on guitars (Amped) or bass guitars (Low-Key). They have a "Plus/Minus" ability where they have better Special Attack stats if the opposite ability is there, meaning they work well as a team- I left this in as a Complication rather than boosting everything.

-Overall, they are PL 7 creatures- powerful but not overwhelming, and fairly fragile. But all of the various Acids, Venoms & Lightning Blasts makes them dangerous, especially in groups.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Falinks

Post by Jabroniville »

Image

FALINKS
Role:
Magical Golems
PL 6 (56)
STRENGTH
3 STAMINA -- AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE --

Skills:
Athletics 2 (+5)
Perception 6 (+6)

Advantages:
Close Attack 3, Fast Grab, Improved Critical (Unarmed), Improved Hold, Withstand Damage (Trade Defenses for Toughness)

Powers:
"Construct"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Endure" Features 1: Ignores All Damage for 1 Round with HP Spent [1]

"Spring Apart" Damage 4 (Extras: Area- 30ft. Shapeable) (8) -- [9]
  • AE: "Multiple Limbs" Strength-Damage +0 (Extras: Multiattack 3) (3)
Offense:
Unarmed +9 (+3 Damage, DC 18)
Spring Apart +4 Area (+4 Damage, DC 19)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude --, Will --

Complications:
None

Total: Abilities: -6 / Skills: 9--4 / Advantages: 7 / Powers: 46 / Defenses: 5 (56)

-Falinks are a peculiar form of Golem, forged by linking numerous (usually six) smaller figures together, creating a heavier, stronger whole. This gives them the weight of a stronger Golem, but a size small enough to enable them to get places other Golems can't. Their small stature also makes them easily underestimated- dangerous, as they can take odd formations and change the "Shape" of the single figure being fought, shaking up opponents. This camouflage is added to by taking their small shields and forming "eyes" in front of the head figure- it can then be mistaken for a large, metallic caterpillar. Often mistaken for having been welded together, these creatures will occasionally split apart for a surprise attack, quickly linking back together- the instructions contained during the creation process requires them to always come together as quickly as possible.

-Falinks are prized by militarily-inclined Mages and generals, who will use them to guard important treasures or as general castle guards, taking advantage of their small size and relatively harmless appearance- few would be overconfident with a large metallic humanoid Golem, but many will do so with one of these. Even so, they are not common- the forging process is time and cost-heavy, and involves sculpting multiple images.

Jab's Notes: Falinks is a new Pokemon from Sword & Shield, and a very unique one- sort of combining Kirby with the Centipedes from "Super Mario World". It looks like a sextet of knights joined together in centipede formation, but it can split apart- cutesy but also militaristic. Nearly all of its techniques are armor or stat-boosters, building it up for a variety of things, which isn't something I use in these builds very much. Falinks's signature move, "No Retreat", raises nearly all stats but disallows fleeing or tagging out- it's named "With your backs to the river", reflecting a famous battle in which a Chinese general ordered his men to fight with their backs to a river, thus routing an army ten times their size. It's stuff that fits a turn-based video game but not really M&M, where you don't need to waste combat turns boosting yourself. Instead, I made some powers that include Multiattack and Area Attacking, reflecting how there is more than one of the buggers.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Clefairy

Post by Jabroniville »

Image
Image

Art by Joshua Dunlop & Mr. Redbutcher.

CLEFAIRY
Role:
Fairy-Like Animals
PL 7 (56)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 5-6
STRENGTH -3 STAMINA 0 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+5)
Perception 4 (+5)
Ranged Combat (Energy Attacks) 4 (+6)

Advantages:
Ranged Attack 2

Powers:
"Animal Senses" Senses 2 (Extended Scent, Low-Light Vision) [2]
"Magical Detection" Senses 3 (Magical Awareness- Ranged & Acute) [3]
Flight 2 (8 mph) (Flaws: Winged) [2]
"Magic Guard" Immunity 5 (Secondary Effect Damage & Progressive Effects) [5]
"Friend Guard" Protection 2 (Extras: Affects Others Only +0, Area- 30ft. Burst, Selective) [6]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) -- (3 feet) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

"Moonblast" Blast 6 Linked to Affliction 8 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged) (Flaws: Limited to Energy-Based Powers) (20) -- [22]
  • AE: Healing 8 (16)
  • AE: "Sleep Spell" Sleep 8 (16)
Offense:
Unarmed +4 (-3 Damage, DC 12)
Moonblast +6 (+6 Ranged Damage & +8 Ranged Affliction, DC 21 & 18)
Sleep Spell +6 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +0, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Clefairy cannot speak to humans. They may, however, communicate with Fae creatures.
Power Loss (All Powers)- Clefairies must be able to absorb moonlight at nighttime in order to use their powers.

Total: Abilities: -12 / Skills: 12--6 / Advantages: 2 / Powers: 49 / Defenses: 11 (56)

Era: Modern Day
Range: Forests in magical regions.
Stereotypes: Silly and inoffensive sing-songy creatures.
Colouring: Light pink and yellow.
Size: Up to 3 feet tall.
Encounter Groups: Small packs of 1-30.
Diet: Moonlight.
Tactics: Flee, or lash out with Sleep & Power Draining abilities.

-Clefairies are a species of Fae, more animalistic than most, and unable to communicate with Non-Fae. They fly via the absorption of moonlight at night, and are more active during these hours. Fairies use these creatures as guards and assisters in battle- though they lack much in the way of toughness, they possess powerful Sleep Spells and the ability to depower special abilities in other creatures- this is a deadly weapon against Spellcasters, Fire-Breathers, or certain Magical Animals that might threaten Fae communities. They can also bolster the toughness of each other and allies. The cheery creatures themselves are relatively non-violent, but will defend their home turf against interlopers by casting multiple Sleep Spells in large groups.

Jab's Notes: Clefairy is a pretty minor Pokemon in the mythos, not appearing much in the cartoon or games- you get them pretty late in the first generation. They were one of those to possess a pretty generic Evolution, as Clefable is just a longer-eared Clefairy. They were made "Fairy Pokemon" once that Type became a thing. I do remember either my brother or sisters mimicking it's sing-song "CleFAIRYYYY!!! CleFAIRYYYY!" call.

-Despite its minor role, Clefairy was originally going to be a MAJOR Pokemon- the original Pilot Episode for the anime features CLEFAIRY as Ash's first Pokemon, not Pikachu! He was even going to be the mascot of the series, but Pikachu's popularity won the day. Imagine how different the world would be today if that had happened- would people have taken to the game as much? Would we be seeing Clefairy balloons in the Macy's Thanksgiving Day Parade, or would the franchise as a whole have suffered?

-My build here is largely the same, save for adding its two Abilities- Friend Guard (protecting allies) and Magic Guard (preventing things like Burns, Wrap-damage, etc.). I guess the later is best as a random Immunity to specific things, I dunno.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Scyther

Post by Jabroniville »

Image
Image
Image

Art by Rene Campbell, Chris Mansa & Vincent Covielo.

SCYTHER
Role:
Most Ass-Kicking Bug Ever
PL 7 (103)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 5-6
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Athletics 7 (+8)
Expertise (Survival) 5 (+7)
Intimidation 10 (+7)
Perception 5 (+7)
Ranged Combat (Air Slash) 4 (+8)
Stealth 4 (+8)

Advantages:
Fast Grab, Improved Critical (Scythes) 2, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 3 (16 mph) [3]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Terrible Scythes" Strength-Damage +4 [4]

"Bug-Type Magical Creature"
Immunity 10 (Ground Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 10 (Grass Effects) (Flaws: Limited to 3/4 Effect) [2.5]

"Air Slash" Blast 8 (Feats: Variable Descriptor- Metal Slashing or Dark Slashing) (17) -- [18]
  • AE: "Fury Attack" Strength-Damage +2 (Extras: Multiattack 4) (6)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Claws +8 (+6 Damage, DC 19)
Fury Attack +8 (+4 Damage, DC 19)
Air Slash +6 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4

Complications:
Disabled (Animal)- Scyther cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Electrical, Ice, Rock & Fire Attacks)- Scyther's creature type leaves it vulnerable to certain types of attack.

Total: Abilities: 26 / Skills: 35--17.5 / Advantages: 10 / Powers: 39.5 / Defenses: 10 (103)

Era: Fantasy Realms
Range: All Non-Arctic Regions
Size: Up to 6 feet long
Encounter Groups: Solitary or large groups (2-15) in times of plentiful food.
Diet: Any meat or carrion.
Tactics: Dive-bomb from above with lethal weapons.

-Scyther are dangerous, opportunistic predators occupying many grasslands and other regions in the world, crossing many continents. If food is plentiful, they will band together, with a central male having breeding rights- otherwise, they are solitary hunters or travel in small groups. They attack like packs of Raptors, launching themselves onto their opponents with lethal claws. Large insects and other arthropods are very common in some regions, but these are usually stamped out when they reach great numbers, and few are pack-hunters- Scyther are fairly unique in this regard. Being both man-sized and very quick, they are far harder to capture, and too numerous for even a group of Questers to handle safely- it would require massive armies and plenty of open space so they couldn't escape into the trees. Enough have been killed near human establishments that the two groups have more or less learned to not interfere with each other, nor enter each other's spaces- they will almost never venture near large cities.

-Their relations with other predators are complex- other packs of animals (rivals include raptors, lions and hyenas) may be attacked, but most predators are solitary and will not face an entire group. As insects, they do not require prey as often as mammalian hunters, and thus aren't such great competitors, and this often leads to uncomfortable detantes. Large predators may be attacked, but are generally too dangerous and Scyther will avoid their presence. Attempts have been made to tame Scyther, or use them as as guardian animals or mounts, but these have generally failed- the creatures are too temperamental, and will lash out rapidly if startled or agitated- their own durability makes this a trifle matter for them, but humanoids not possessing such chitinous plate armor can be savaged. Even Gnolls and Orcs will generally avoid them.

-Alchemists have learned to modify Scyther into metal-sheathed warriors, using them in dungeons- the creatures are thus somewhat cruelly-trapped in enclosed rooms and fed occasionally, making them enraged guardian animals of a sort when unwary trespassers enter. The process is difficult and quite expensive, but the famed fury of the animals makes it more popular than simpler options, like using already-available deadly animals (most of whom require more food and open space to live). In one region, the creatures appear more rock-like, blending into the mountainous scenery.

Jab's Notes: Scyther was awesome- probably the coolest all-around Bug-type of the first generation, and arguably the best ever since (I was never impressed with Steel-Type Scizor, its next Evolution that was introduced later). They were a mix of Praying Mantis and Deinonychus, and I reflect that here with my combo-platter build. Scyther was in the "Red" games, while its counterpart exclusive to "Blue" was Pinsir- I and everyone else knew that Blue had completely been shafted in this regard, and Pinsir is now largely obscure as an "Original 151".

-I was ready to think that Scyther hadn't been overly used in the anime, but I was WAY wrong- there are in fact TWO major "Ash Companions" that have used it! Tracey had found and captured an elderly one that had lost its leadership battle and thus been exiled from its swarm- this prideful, honorable warrior was eventually trained back to its peak. Later companion Goh captured his own Scyther, and after 50 episodes it became a Scizor. Various other Scythers have appearered as a recurring "background Pokemon" or rival trainer's combatant- it's fighty appearance and status as an "Original 151" Pokemon, it's perhaps an ideally-situated one.

-Scyther continues to be a frequent star Pokemon- it received not only a "Later Game Evolution" in Scizor, but a MEGA-Evolution as Mega-Scizor (something offered to only the "big names"). Even later, an ADDITIONAL variant appeared as Scyther evolves into "Kleavor", a Rock/Bug-type axe-wielding blocky Pokemon in the Japan-themed region of a later game!
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Mew

Post by Jabroniville »

Image

Art by Drago Lisco.

MEW
Role:
Supreme Pokemon, Cutest Thing Ever
PL 13 (319)
STRENGTH
-3 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 1

Skills:
Athletics 5 (+2)
Expertise (Survival) 3 (+8)
Intimidation 2 (+0 Size)
Perception 7 (+12)
Stealth 1 (+8 Size)

Advantages:
Accurate Attack, Close Attack 4, Defensive Attack, Defensive Roll, Evasion, Improved Critical (Blasts) 3, Improved Defense, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Tackle" Damage 2 [2]
Flight 9 (1,000 mph) [18]
"Invisibility" Concealment 4 (All Visual Senses) [8]

"Ageless Space Creature"
Immunity 11 (Aging, Disease, Vacuum, Cold, Heat, Pressure, Radiation, Suffocation 2, Starvation & Thirst) [11]
Movement 3 (Space Travel 3) [6]

"Natural Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength, -1 Speed, +4 Dodge/Parry, +8 Stealth, -4 Intimidation)

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Mind Reading 5 [10]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]
"Psionic Shield" Force Field 10 (Extras: Impervious 11) [21]
"Transform" Variable 10 (Any Animal) [70]

"Psychic" Mental Blast 13 (52) -- [62]
  • AE: "Psy-Beam" Blast 13 Linked to Affliction 13 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: Unreliable) (39)
  • AE: "Wide Beam" Damage 13 (Extras: Area- 120ft. Line +3) (52)
  • AE: "Wide-Angle Beam" Damage 13 (Extras: Area- 240ft. Cone +3) (52)
  • AE: "Confuse Ray" Affliction 13 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Perception Range +2) (39)
  • AE: "Hold Monster" Affliction 13 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (39)
  • AE: "Mass Hold Monster" Affliction 13 (Will; Dazed/Stunned/Paralyzed) (Extras: Extras: Area- 60ft. Burst +2) (39)
  • AE: Teleport 10 (Extras: Extended) (30)
  • AE: "Psychokinesis" Move Object 13 (Extras: Perception Range) (39)
  • AE: "Recover" Healing 10 (Extras: Restorative, Energizing) (Flaws: Limited to Self) (30)
  • AE: "Disable" Affliction 13 (Will; Impaired Move/Disabled Move/Transformed to Powerless) (Extras: Perception Range +2) (Flaws: Limited to one Random Move) (26)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Psychic +13 Perception (+13 Will Damage, DC 28)
Psy-Beam +13 (+13 Ranged Damage, DC 28)
Area Beams +13 (+13 Damage, DC 28)
Confuse Ray/Hold Monster/Disable +13 Perception (+13 Perception Affliction, DC 23)
Mass Hold Monster +13 Area (+13 Affliction, DC 23)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+14 Force Field, +6 Impervious), Fortitude +10, Will +14

Complications:
Disabled (Animal)- Mew cannot speak to humans.
Vulnerable (Dark Attacks)- Mew's Creature Type leaves it vulnerable to certain types of attack.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 14 / Powers: 235 / Defenses: 25 (319)

Era: Fantasy Realms
Range: All time & space
Colouring: Pink.
Size: Up to 2 feet long (7-20 lbs.)
Encounter Groups: Solitary
Diet: Nothing- doesn't need to eat
Tactics: Usually doesn't confront anything- will use Psionic might if necessary, or take another form.

-The creature known to only a few wise scholars as "Mew" is the most-unknown creature in the world- only select few have ever seen it (Mew may willingly appear only to those good of intentions), and there is only one. It is rumoured to be the progenitor to all animals (perhaps even all creatures), and possesses psionic might beyond that of nearly anything known. It can traverse the very stars, and wields titanic power- it may even transform into copies of other creatures- this effectively gives it three schools of magic inherently- a near-unknown impossibility. Many beings have attempted to capture it or steal its powers, but this has never worked- it's generally too crafty and too powerful to remain imprisoned for long. Many creatures similar to it have been encountered- tiny psionic beings of great power that fly throughout Castellia and the cosmos on unknown missions. It's considered likely that many, such as Jirachi, Celebi & Manaphy, are in fact the same creature, merely taking different shapes for its own amusement. As many are inexplicable, cute, and extremely powerful psychics makes this likely, unless they are all closely-related members of the smae race.

Jab's Notes: Mew is of course the legendary "Hidden Pokemon" from the very first game, and the progenitor to Mewtwo. It's a vaguely embryonic creature that resembles a Jerboa (one of those jumping rodent things) with Cat-like features, is massively powerful, and the crown jewel of early Pokemon players' collections. Of course, subsequent games have ripped it off enough times that "Tiny Psychic Legendary Creature" effectively became a giant cliche' (to the point where I have zero interest in statting any of them- THEY'RE ALL THE SAME!), but the first is very well known. Apparently it was more vicious in the Japanese version (it apparently wanted to kill all clones, thinking them inferior). Regarding it's Power Level, you could effectively make Mew ANY level of power and still "fit" it's intent (PL 12-20), but I wanted a sligthly lower-level version. Another Pokemon COULD concievably defeat it, as could a Dragon or a team of PCs that was really, REALLY lucky.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Mewtwo

Post by Jabroniville »

Image
Image

Art by Arvalis & Joshua Dunlop.

MEWTWO
Role:
Supreme Pokemon, Dark Version
PL 13 (265)
STRENGTH
-3 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 1

Skills:
Athletics 5 (+2)
Expertise (Survival) 3 (+8)
Intimidation 10 (+8 Size)
Perception 7 (+12)
Stealth 1 (+8 Size)

Advantages:
Accurate Attack, Close Attack 4, Defensive Attack, Defensive Roll, Evasion, Improved Critical (Blasts) 3, Improved Defense, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Tackle" Damage 2 [2]
Flight 9 (1,000 mph) [18]
"Invisibility" Concealment 4 (All Visual Senses) [8]

"Ageless Space Creature"
Immunity 11 (Aging, Disease, Vacuum, Cold, Heat, Pressure, Radiation, Suffocation 2, Starvation & Thirst) [11]
Movement 3 (Space Travel 3) [6]

"Natural Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength, -1 Speed, +4 Dodge/Parry, +8 Stealth, -4 Intimidation)

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Mind Reading 5 [10]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]
"Psionic Shield" Force Field 10 (Extras: Impervious 11) [21]
Communication 3 (Mental) [12]

"Psychic" Mental Blast 13 (52) -- [62]
  • AE: "Psy-Beam" Blast 13 Linked to Affliction 13 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: Unreliable) (39)
  • AE: "Wide Beam" Damage 13 (Extras: Area- 120ft. Line +3) (52)
  • AE: "Wide-Angle Beam" Damage 13 (Extras: Area- 240ft. Cone +3) (52)
  • AE: "Confuse Ray" Affliction 13 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Perception Range +2) (39)
  • AE: "Hold Monster" Affliction 13 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (39)
  • AE: "Mass Hold Monster" Affliction 13 (Will; Dazed/Stunned/Paralyzed) (Extras: Extras: Area- 60ft. Burst +2) (39)
  • AE: Teleport 10 (Extras: Extended) (30)
  • AE: "Psychokinesis" Move Object 13 (Extras: Perception Range) (39)
  • AE: "Recover" Healing 10 (Extras: Restorative, Energizing) (Flaws: Limited to Self) (30)
  • AE: "Disable" Affliction 13 (Will; Impaired Move/Disabled Move/Transformed to Powerless) (Extras: Perception Range +2) (Flaws: Limited to one Random Move) (26)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Psychic +13 Perception (+13 Will Damage, DC 28)
Psy-Beam +13 (+13 Ranged Damage, DC 28)
Area Beams +13 (+13 Damage, DC 28)
Confuse Ray/Hold Monster/Disable +13 Perception (+13 Perception Affliction, DC 23)
Mass Hold Monster +13 Area (+13 Affliction, DC 23)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+14 Force Field, +6 Impervious), Fortitude +10, Will +14

Complications:
Vulnerable (Dark Attacks)- Mewtwo's Creature Type leaves it vulnerable to certain types of attack.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 14 / Powers: 177 / Defenses: 25 (265)

Era: Fantasy Realms
Range: All time & space
Colouring: Pink.
Size: Up to 2 feet long (7-20 lbs.)
Encounter Groups: Solitary
Diet: Nothing- doesn't need to eat
Tactics: Usually doesn't confront anything- will use Psionic might if necessary, or take another form.

-The being known as "Mewtwo" is considered to be the closest anyone came to destroying Mew. The creature had temporarily been imprisoined by a cabal of powerful Mages, who drew its power into one of their own, who planned on using it to conquer Castellia in all their names. However, disaster struck when the creature's might overwhelmed him- he and the entire cabal were killed, effectively "overwritten" by a malevolent, hateful creature called Mewtwo. Mew's power was so tremendous that this new being was simply a more human-like, angry version of itself, lacking much of the original cabal. Mewtwo proved to be a tremendous adversary, killing many and defending itself against legions of brave Questers, some villains, and even mighty Dragons. However, it was the release of Mew that stopped it- the two were too evenly-matched, and the destructive battle injured Mewtwo badly enough that he took his leave. It's believed he may return some day- anyone in Castellia who knows the story, or was there to see it happen, dreads this.

Jab's Notes: Mewtwo, curiously, was the 150th Pokemon in the game, encountered once you had completed the story. Mew was found only by a special release- nobody I knew ever had one. Creating Mewtwo from this isn't that hard- it lacks the Transform ability, but gains the ability to Speak, and Communication (Mental) 2, dropping 60 points.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Geode Men

Post by Jabroniville »

Image
Image
Image

Art by CrackedToothGrin, PencilSpecter & Joshua Dunlop.

GEODE MEN
Role:
Golems
PL 5 (60)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 2-4
STRENGTH -1 STAMINA -- AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 4 (+3)
Perception 4 (+4)

Advantages:
Improved Critical (Horn), Improved Initiative, Move-By Action

Powers:
"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Rock Toss" Blast 4 (Feats: Accurate 2) [10]
Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]

Offense:
Unarmed +5 (-1 Damage, DC 14)
Rock Toss +4 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +5, Fortitude --, Will +4

Complications:
Disabled (Animal)- Geode Men cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: -8 / Skills: 8--4 / Advantages: 3 / Powers: 54 / Defenses: 7 (60)

---

GEODE MEN (Large Golem Form)
Role:
Powerhouse, Golems
PL 8 (109)- Minion Rank 8, Sidekick Rank 22
Normal Version:
PL 5-6
STRENGTH 6 STAMINA 6 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 3 (+6)
Expertise (Survival) 5 (+5)
Perception 4 (+4)

Advantages:
Close Attack, Improved Critical (Horn), Improved Initiative, Move-By Action, Power Attack

Powers:
"Rock Toss" Blast 8 (Feats: Accurate 4) [20]
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Rock Toss +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude --, Will +5

Complications:
Disabled (Animal)- Golems cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: 28 / Skills: 12--6 / Advantages: 5 / Powers: 60 / Defenses: 10 (109)

Era: Fantasy Realms
Range: Mountainous regions.
Colouring: Slate-grey.
Size: Up to 7 feet tall (30-900 lbs.)
Encounter Groups: Solitary
Diet: None.
Tactics: Rock Toss from afar, then body-ram.

-The peculiar Geode Men are not natural-born creatures- they are actual, literal stone given life; the ultimate creations of the Stone Giants. Their Stone-Shapers slowly perfected a skill that allowed them to create golem-like creatures with animal intelligence. Initially, these are small forms- rocks with eyes and humanoid arms. Slowly, over time, the Shapers add more and more material to the "Geode Men" (named for their resemblance to geodes), eventually creating larger, human-sized creatures. Ultimately, they become large, turtle-like creatures. Great religious significance is given to the creation of these creatures, with Shapers becoming highly-renowned for their individualized Geode Men- especially high levels of skill or unique colorations and mutations (such as four arms) are highly prized. The creatures cannot breed, but possess a certain intelligence most golems lack.

Jab's Notes: Brock's less-iconic Pokemon, Geodude is a quirky-looking sort, and gives us one of the first Three-Tier Pokemon of the first generation, as you can catch them pretty quickly, and eventually turn them into the large Golems. It's actually pretty neat how they gradually build up, as Geodude is weak-looking and kinda silly, Graveler looks like a fighter, and Golem is quite big and "finished" looking. Though they irk a lot of people, as Golem is clearly a giant tortoise and looks NOTHING like the other two. Their status as early-ish, regular Pokemon makes them ideal "Jobbers" or Background Pokemon, having tons of appearances, but few important ones. It's just iconic enough that it got an Alolan variant which is partially Electric-Type. Oddly, the Alolan Golem appears to have a mustache.

-Geodude is also important as one of the first Pokemon you get that can only evolve by being traded- Golem is attained in this manner, so you need a friend in order to evolve it to the maximum. Unfortunately, both it and Onix suffer from being Ground/Rock-Types, as this leaves them extraordinarily vulnerable to Water & Grass-Type attacks, some of the most common in the game.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Falinks! Clefairy! Scyther! Mew & Mewtwo!)

Post by Jabroniville »

Geodude is actually a bit of an ending for this thread; the final Pokémon I felt I had to re-do to give better notes! Though this time I really only expanded on the "Jab's Notes" bit. This and many others really didn't have much, particularly builds I did way back when I started my "Castellia" project at the Atomic Think Tank 8+ years ago! There I mostly just gave a couple sentences and that was it! So now I have a more complete set of Pokemon and won't need to revisit that much more.

This thread will still continue periodically, however- there's still a handful of new Pokémon I'd like to take a look at- I just went through all of the last generation and found some other interesting ones.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Clobbopus

Post by Jabroniville »

Image

CLOBBOPUS
Role:
Fighting Cephalopods
PL 6 (58)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 4-5
STRENGTH 1 STAMINA 3 AGILITY 5
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Acrobatics 3 (+8)
Athletics 5 (+6)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+4)
Perception 4 (+4)
Stealth 0 (+5, +9 Size)

Advantages:
Chokehold, Fast Grab, Improved Critical (Fist Strike), Improved Defense, Improved Hold

Powers:
"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]
Regeneration 2 (Feats: Regrows Limbs) [3]
"Limber" Immunity 2 (Paralytic Attacks) [2]

"Fist Strike" Strength-Damage +3 (Feats: Split) [4]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Fists +7 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +4, Will +3

Complications:
Disabled (Animal)- Clobbopus cannot speak to humans.

Total: Abilities: 14 / Skills: 18--9 / Advantages: 5 / Powers: 22 / Defenses: 8 (58)

Era: Fantasy Realms
Range: Large Lakes & Oceans
Colouring: Purple, blue, red, yellow
Size: Up to 4 feet long (20-80 lbs.)
Encounter Groups: Solitary or clusters (2-18).
Diet: Small shellfish, kelp, shrimp.
Tactics: Agile, dodging attacks, alternating between moves.

-Clobbopus are Cephalopods in the Octopi family that have developed massive "fists" at the end of two of their eight tentacles, using these as bludgeoning weapons against their prey, typically fish. The prey is typically stunned, then grappled and consumed. Their other six tentacles are quite small, robbing the creature of speed and manueverability, so their fists are used for defense as well, hammering large predators, stunning them enough to get away. They may grow into fairly large animals, which look different enough that many don't realize they are the same species as the younger variety. Their limbs are also quite capable of regeneration, though this may take several weeks. For some reason, they are immune to Paralytic attacks.

-Clobbopus are curious, intelligent creatures, similar to other Cephalopods, and have been raised by some Aquatic races as pets. This is controversial in their communities, however, as they appear to enjoy taking the occasional pot-shot at passerby for fun, even punching their owners. These are typically lightweight strikes, but still quite annoying. They occur in many possible colors, often being selectively bred for certain types, like red on white.

Jab's Notes: Clobbopus is a new Fighting-Type Pokemon, and I think fits the series quite well- it's distinctive, cute, and doesn't quite act "Generic" as you'd imagine it to be Water-Type but instead focuses on beatdowns. I really like their color scheme- the rose on white is very striking, and their "Shiny" variant of dark blue-gray is just as nice. Grapploct, its evolved form, is a fair bit larger, and is decked out like a Luchadore- bright mask (blue on black, or red on white if Shiny) and combat poses. The moveset seems pretty basic- mixing Fighting moves with Dark moves, but it has "Octolock"- a unique attack that prevents foes from switching out.
User avatar
KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Castellia- A Fantasy Setting (Scyther! Mewtwo! Geodude! Clobbopus!)

Post by KorokoMystia »

I think it's neat the way it goes from looking like a Boxer to a Luchadore when it evolves.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ghost Drake

Post by Jabroniville »

Image

GHOST DRAKE
Role:
Stupider Dragons, Elemental Beasts, Sea Serpents
PL 10 (153)
STRENGTH
8 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Close Combat (Claws) 2 (+9)
Expertise (Survival) 4 (+6)
Intimidation 11 (+8, +9 Size)
Perception 6 (+8)
Ranged Combat (Breath Weapon) 5 (+7)
Stealth 2 (+2 Size)

Advantages:
All-Out Attack, Fast Grab, Great Endurance, Improved Critical (Breath Weapon), Improved Hold, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 3

Powers:
"Draconic Senses" Senses 7 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Extended Hearing) [7]
"Draconic Healing" Regeneration 2 (Feats: Regrowth, Diehard) [4]
"Draconic Fins" Swimming 5 (5) -- [6]
  • AE: Flight 2 (4)
Immunity 3 (Drowning, Cold, Pressure) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Draconic Attacks"
Water Blast 9 (18) -- [20]
  • AE: "Waterfall" Move Object 8 (Flaws: Limited to Water) (16)
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 4) (6)
"Ghostly Powers"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]
Insubstantial 4 [20]
"Clear Body" Immunity 10 (Status-Afflictions) [10]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Water Blast +8 (+9 Ranged Damage, DC 24)
Claws +10 (+10 Damage, DC 25)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +9 (+3 Impervious), Fortitude +8, Will +6

Complications:
None

Total: Abilities: -2 / Skills: 30--15 / Advantages: 11 / Powers: 118 / Defenses: 11 (153)

-The Ghost Drakes are the undead spirits of ancient, mighty Sea Drakes that refuse to rest quietly. They start out as tiny spirits, almost harmless, but many gather power, becoming extremely strong. These will draw in other Ghost Drakes, and so a large one will often be surrounded by tiny floating spirits. Their heads were considerably wider than today's Drakes, and their bodies had an amphibian-like morphology, being much smoother and more slender. They are stronger and faster than typical Sea Drakes, may pass through solid objects, and appear immune to things that alter its physical being.

Jab's Builds: Dragapult is one that stood out to me from the latest generation- they look like Leospondyls (mostly notable for their wide hammerheads), but are ghostly and quite strange. At 9 feet tall, they really fit the "Drake" lineage I've set up on Castellia, despite being Pseudo-Legendaries in the game. They are a three-step Evolution process, which is pretty typical for the Pokemon games- most feature a tiny Dragon creature that evolves into a much more powerful form as time goes on. Dragonite, Flygon and others do this. However, Ghost/Dragon is a VERY rare Type combination, making this one stand out. To the point where it won a popularity poll to be the Most Popular Generation VIII Pokemon!
Shock
Posts: 2978
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: Castellia- A Fantasy Setting (Scyther! Mewtwo! Geodude! Clobbopus!)

Post by Shock »

If you had told me there was a Pokemon with a B2 stealth bomber for a head, I would never have believed you. But here we are.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Scyther! Mewtwo! Geodude! Clobbopus!)

Post by Jabroniville »

Shock wrote: Sun Jan 09, 2022 1:57 pm If you had told me there was a Pokemon with a B2 stealth bomber for a head, I would never have believed you. But here we are.
haha I didn't actually make that connection at first- I was so focused on its paleontological origins.
Post Reply