Pokemon Tabletop United - Game of Throhs.pdf
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Credits
Table of Contents
Introduction
Chapter 1: Genre and Setting
So you wanna run a fantasy campaign? .............. 5
High or Low Fantasy?........................................ 5
Just How Supernatural Are Things? ................ 7
Translating Pokémon Setting Basics to Fantasy . 8
Poké balls ............................................................ 8
Pokémon Storage ............................................... 8
Pokémon Centers............................................... 9
The Pokédex ....................................................... 9
TM’s and HM’s ................................................... 10
Mega Evolution .................................................. 10
Flavors of Fantasy................................................... 11
Age of Discovery ................................................ 11
Steampunk and Tribal Fantasy......................... 12
Arabian Nights ................................................... 13
Chivalric Romance ............................................ 15
Dungeon Fantasy ............................................... 16
Sengoku Jidai ...................................................... 17
Urban Fantasy .................................................... 19
Wuxia .................................................................. 20
The Supernatural and Metaphysics ...................... 22
The Nature of Types and Pokémon ................. 22
Supernatural Power Sources............................. 23
Supernatural Phenomena and Magic .............. 23
Example Systems ............................................... 25
Elemental Anima, a Pokémon Metaphysics ... 27
Fantasy Pokémon Variants.................................... 31
Chapter 2: Alchemy and Gear
Better Living Through Alchemy .......................... 37
A Method to the Madness ................................ 38
Handling Alchemy as a Game Master............. 39
Example Alchemized Items .............................. 41
Example Legendary Alchemy Items ................ 43
Arcane Weapons..................................................... 44
Novice Arcane Weapon Moves ........................ 44
Expert Arcane Weapon Moves ........................ 45
Chapter 3: Trainer Classes
General Trainer Edges ........................................... 47
General Trainer Features....................................... 47
Berserker ................................................................. 48
Rune Master ............................................................ 50
Arcanist ................................................................... 53
Rank 1 Power Manipulations ........................... 55
Rank 2 Power Manipulations .......................... 55
Fortress .................................................................... 56
Marksman ............................................................... 58
Skirmisher ............................................................... 60
Bug Elementalist: Swarmlord ............................... 62
Dark Elementalist: Shade Caller .......................... 64
Dragon Elementalist: Herald of Pride ................. 66
Electric Elementalist: Spark Master ..................... 68
Fairy Elementalist: Glamour Weaver .................. 70
Table of Contents
Fire Elementalist: Fire Bringer ............................. 72
Flying Elementalist: Wind Runner ...................... 74
Ghost Elementalist: Apparition............................ 76
Grass Elementalist: Druid ..................................... 78
Ground Elementalist: Earth Shaker ..................... 80
Ice Elementalist: Frost Touched ........................... 82
Normal Elementalist: Prism ................................. 84
Poison Elementalist: Miasmic .............................. 86
Rock Elementalist: Stone Warrior........................ 88
Steel Elementalist: Steelheart ................................ 90
Water Elementalist: Maelstrom ............................ 92
Chapter 4: Campaign Settings
How to Use These Settings .................................... 94
Six Duchies ............................................................. 95
Technology and Setting Basics ......................... 97
The Land of Ardairslen ..................................... 102
Trainer Creation................................................. 105
Building a Six Duchies Campaign ................... 105
Campaign Hooks ............................................... 105
Visiwa: the Eastern Isles ........................................ 108
The Wilds and Setting Basics ........................... 110
The Eastern Isles ................................................ 114
Trainer Creation................................................. 120
Building a Visiwan Campaign ......................... 120
Plot Hooks .......................................................... 120
Game of Throhs
is the official Pokémon Tabletop United guidebook for creating and running fantasy campaigns
or introducing fantasy elements into any sort of PTU Campaign. Not every fantasy campaign will benefit from
using all of the content of this book, but GMs are recommended to pick and choose elements they like to create
their own campaign world. Treat the book as a toolkit.
Chapter 1
outlines a wide variety of fantasy sub-genres and how they can be used with Pokémon. There’s a very
large difference between a campaign about Poké Vikings and their travels and a modern era campaign about a
hidden school for Psychics, and their assumptions on a setting as a whole. You’ll also find expanded details about
topics that often get back seated in normal PTU games, such as the nature of supernatural powers and how Types
metaphysically work. Also included will be details on how to implement Pokémon capture, storage, and treat-
ment in settings with lower tech levels.
Chapter 2
is dedicated to gear and equipment. In particular, this Chapter discusses how to go about creating items
that have magical properties. It also includes advice on how to manage these items for GMs.
Chapter 3
introduces a slew of Fantasy themed Trainer options, including the Berserker, Rune Master, Weapon
Specialist, and Elementalist Classes.
Chapter 4
contains sample settings and campaign ideas to help GMs get started. Each campaign concept comes
with a detailed setting description, several plot-hooks, and in some cases, optional rules for use in that campaign.
Introduction
Genre and Setting
Chapter 1: Genre and
Setting
So you wanna run a fantasy campaign?
By now you’ve likely looked over the core book, and maybe
Do Porygon Dream of Mareep
or
Blessed and the
Damned,
and you feel you’re ready to take on a game that’s more than just your modern day travel through a Re-
gion, collecting Badges and defeating a Team. You’ve decided your next game will visit another time in history,
or an ancient mythology, a completely alien, fantasy world, or maybe just Hogwarts for Pokémon Trainers in a
world where Trainer society is completely hidden from the masses sounds really rad to you. Either way, you got
a few questions you have to get answers for before we really get to the meat and potatoes.
High or Low Fantasy?
and the two do not interact with each other in great de-
tail. This brand of Fantasy is also commonly known as
being Tolkienesque, as J.R.R. Tolkien is often credited as
popularizing the genre with his
The Hobbit
and
The Lord
of the Rings.
C.S. Lewis’s
The Chronicles of Narnia
and
J.K. Rowling’s
Harry Potter
also embody this brand of
High Fantasy is probably the first thing you think about fantasy; it’s the more common type of fantasy in books,
when the Fantasy genre comes up. It is characterized by movies, videogames and comics. Obviously,
Dungeons
supernatural struggles between good and evil, fantastic
and Dragons
would fall under this category.
elements such as non-human races and rampant use of
magic, and epic sagas. This type of fantasy usually takes Low Fantasy, on the other hand, is a lot harder to put a fin-
place on a world that isn’t Earth, but might resemble ger on. The term was originally coined to describe a brand
Earth. When it does take place on Earth, there is a very of fantasy that not only takes place on Earth, but features
hard divide between the supernatural and the mundane, how the supernatural interacts with the mundane as a
5
Fantasy has a lot of variations and flavors and we’ll try
to discuss as many as we can in this chapter. The divide
between high and low fantasy is the broadest of these
flavors, and is very similar to the divide between hard
and soft sci-fi.
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