Saturday, April 16, 2022

Campaign Pitch: Ichi Plains


This is a campaign pitch for an asynchronous play-by-post legamon game. Players will take the role of trainers in the rugged frontier region of the Ichi Plains. The towns and cities of the region will offer different starting legamon for their ambitious youth. Adventure and mysteries abound and legamon will aid and challenge you on your journey. Bring your courage, wits, and all the heart you can muster as you strive toward that lofty goal that beckons all young trainers…


Full Basic Rules Reference

Lexi's Legamon

Phlox's Legamon

My Legamon

ICHI PLAINS SUMMARY:

  • Largely settled just a generation ago, the rugged homesteaders who make their home in the ICHI PLAINS struggle against isolation and the forces of nature to carve out a living among the high plains, mountains, and desert badlands of the region. This would not be possible without the affection and teamwork of the LEGAMON that these homesteaders rely on.

  • The current settlers are not the first to make their home in this land. Sinkholes caused by recent droughts, and mudslides from storms of increasing intensity have unearthed RUINS of surprising depth and complexity. Who was here before?

  • The recent discoveries have Cattle BARONS and Iron TYCOONS summoning archaeologists of all stripes to dig deep below and discover what secrets lie beneath.

  • Aspiring TRAINERS (you) take up the job of traveling between settlements, establishing safe routes, helping the homesteaders survive the wilderness, answering calls for help, and ultimately preparing for the ICHI PLAINS REGIONAL INVITATIONAL CHAMPIONSHIP, IPRIC. Only one trainer can be the best. And only time will tell who is The Best There Ever Was.


The following rules are added as “domain” level rules to shift play from session centric toward an ongoing pbp style of game.


TRAINERS

Trainers are young folk setting out from home for adventure. In the rough west this is a rite of passage and a respected one. See the world, help others, see what you are made of, and build lasting relationships with legamon in the process. 


As a young teenager, you are mostly helpless. You have a default 1:6 chance of performing a task that requires a skill check. You gain +1 for each factor in your favor (a legamon is helping you, you have a particularly relevant move, you have an appropriate item). You will need to rely on your wits and your friends to overcome the challenges you will face. You also have a Knack. A single skill which you are adept at. You gain a +2 bonus to skill checks where your knack is useful.


You have 3 injury slots which are filled when you are hit with an attack and healed when fully rested. Be wary, if all three are filled you are Stuck and Helpless


You have 10 inventory slots. Careful use of these will aid you greatly in the wild. Many slots will be filled with food and camping equipment and you’ll only have a few left for whatever specific equipment you think necessary. Plan ahead.


SEASONS AND ACTIONS

The game will take place by the month. Every 3 months is a new season. Every 3 seasons is a new year. Each month, take a major action and a minor action. Major actions include traveling a route, visiting a remote location, going on a rescue mission, challenging a gym, tracking a specific legamon from a previously traveled route, etc. Minor actions include training a new move from a Training Manual, general training, quality time with your mon, working a part-time job, digging up the latest research on a specific mon or location, and gossiping. (if there turns out to be lots of players, all actions will become major actions)


ADVENTURING

Traveling a Route is a major action and is best done with some prep. Don’t wonder into the wilderness with just the shirt on your back. You need food, shelter, and protection from bad weather over night to get any rest!


Researching a route before traveling it will give you information useful for planning the trip, such as the number of days it is likely to take, types of environmental obstacles that are common in the region, prominent landmarks, or other questions. If you have researched the route, gain a bonus to tracking specific legamon or overcoming obstacles you foresaw.


HEALING AND CONSEQUENCES

In the wilderness apart from proper healing clinics it takes legamon time to heal. They are considered healed fully at the end of each month. A night’s rest with a warm meal will restore 1HD of health, but will not remove lingering injuries. Remember stamina dice return rapidly, or 1/turn in combat.


If a legamon takes enough damage to faint, roll on the Table of Consequences, +1 for each previous roll since tha last a full rest.


Table of Consequences

  1. Out of breath, just need a minute to catch it.

  2. Moping, just need a minute to lick my wounds.

  3. Deep Fatigue, -1 stam until full rest

  4. Dizzy, -1 FD until full rest

  5. Badly bruised up, -1 HD until full rest

  6. Amnesia, -1 move until full rest

  7. Broken bone, -1 stam and -1 HD until full rest

  8. +, struggling. -2 HD and -1 stam, -1 FD. Further injury risks this legamon’s life.


Running away is a skill check like anything else. You can get a +1 bonus by dropping items. Sometimes whatever is chasing you won’t be mad enough to chase you far, other times you’ll have to earn it. I suggest getting some decent shoes. Against trainers, anyone in the league or basic civilized folk will accept a forfeit. Watchout for bandits and the like that may wish you harm!


If all your legamon are at 0hp, your last injury slot is filled, you fall into a pit and break your legs, or get captured by bandits you are *stuck and helpless*. A distress beacon can be sent out for rescue. If someone rescues you from the wild, roll on the table below. Otherwise a ranger might be able to find you. They are spread quite thin, though. If not, roll a new character and I’ll write a letter to your mom.


Stuck and Helpless Table

  1. Strengthened by hardship, +1 bond to each of your legamon.

  2. Hardship, lose d6 items.

  3. Battle scar, permanently reduce a random legamon’s stat by 1 dice.

  4. Lingering injury, permanently fill a trainer injury slot.

  5. Falling out, reduce a random legamon’s bond to 1.

  6. Separated from one of your legamon.


ADVANCEMENT

The League

Qualifying for the league isn’t easy. Almost nobody does it in a single year. To do so you need a trainer rank of 100. Acquiring a badge is worth 20 rank. Other activities that strengthen the region and build your bond with your legamon are worth points as well:

  • Legamon badge, 20rk

  • Answering a distress beacon, 10rk

  • Helping out a homesteader, 5rk

  • Charting a new Route, 10rk

  • Settling a wild threat to a settlement, 10rk


XP

Legamon require 3x their current level in xp to advance to the next level. 

  • Making friends with a significant character, +1

  • Catch a mon, +1

    • If same level or greater, +level

  • Making friends with a wild mon, +1

    • If angry, +level

  • Defeating a mon in battle, +1

    • If same level or greater, +level

  • Overcoming a trap or environmental obstacle, +1

  • Discovering a remnant of the past, +5

  • Design a Remote Location the DM eventually uses, +5

  • Acquire a gym badge, +5

  • Design an NPC, encounter, or major item the DM eventually uses, +1

  • Discover a major secret of the setting, +10


When a mon levels up, increase one of their stats by 1 and Bond by 1. Every even level a mon learns a new move from their type rolled randomly. When a mon levels up, you may roll 1d6 under Bond and if you pass they evolve. Reduce Bond by the (d6 - the number of badges you possess). When a mon evolves, learn a new move and increase all stats by 1.


ITEMS AND CURRENCY

Sources of income: win a battle (200c per level of mon defeated, or half the money of another PC), chart a route (200c), Win a badge (500c), work a part time job (1d4 x 100c), helping a homesteader (variable)


Healing Items

400c - Gruffle Milk, Recover 2d6 hp

200c - Yummy Juice, Recover 1d6 hp

100c - Aloe, Remove Burn

100c - Antitoxin, Remove Poison

100c - Air Horn, Remove Sleep, or cause an encounter roll.

100c - Weedkiller, Remove Drain or kill a plant.

300c - Repel, +2 to Flee rolls when active

Survival Items

50c - Kebble, 1 day's ration for a team

200c - Rope, Quickly escape underground locations

200c - Flashlight, See in the dark.

50c - Matches, Start a fire, 6 uses.

300c - Running Shoes, Advantage to Run Away.

300c - Tent, Counts as shelter under most conditions.

Legablocks

100c - Legablock, Cube, roll d6 over hp + level to capture a wild mon

200c - Superblock, Cube, roll 2d6 over hp + level to capture a wild mon

300c - Megablock, Cube, roll 3d6 over hp + level to capture a wild mon

Single Use Power Boosts

200c - Syrum A, Increase damage by level for this battle

200c - Syrum S, Increase your stamina by 1 each round for the next d6 rounds

200c - Syrum F, Increase your focus by 1 each round for the next d6 rounds

200c - Syrum H, Recover d6 hp for the next 4 rounds.

500c - Syrum X, Combine syrums S,F,H. Lasts for 2d6 rounds. Your Legamon is Struggling after it wears off.

Unique

50c - Friendship Bracelet, Let everyone know you're best friends!

200c - Hard Candy, Increase your bond with a legamon by 1

300c - Fatigueblock, Octahedron, roll d8 over stam + level to capture

300c - Puzzleblock, Octahedron, roll d8 over focus + level to capture

300c - Prestigeblock, roll d8 over level

Held

200c - Jalapeno, increase fire damage by 2

200c - Fluorescent Bulb, Increase light damage by 2

200c - Four Clove, Increase grass damage by 2

200c - Holy Water, Increase water damage by 2

200c - Liden Jar, Increase electric damage by 2

200c - Sparkling Gem, Increase ground damage by 2

200c - Titanium Cube, Increase metal damage by 2

200c - Pinwheel, Increase wind damage by 2

200c - Headband, Increase combat damage by 2

200c - Mercurial Spoon, Increase mind damage by 2

200c - Black Talisman, Increase dark damage by 2

200c - Serpent Skull, Increase dragon damage by 2

200c - Ceramic Ring, Increase normal damage by 2

200c - Fang, Increase toxin damage by 2


Wednesday, April 13, 2022

Ichi Plains Region: Uncompahgre Basin

 

Uncompahgre Basin



In the northwest, the mountains descend suddenly and dramatically to a flat expanse just above sea level as if the earth had been scraped away by terrible force. This land is touched by G_d and the full spectrum of Ways dwell here in balance. Ground, Rock, Water, Grass, Bug, and all others thrive here. Settlers debate whether the many ways are truly balanced, or if the old ways of exalting Nature have caused the plenty.

In the Fall, mighty storms struggle to climb the peaks of the Wystone Mountains and their sweat is poured upon the land of the basin as they toil. In the Spring, the mountains themselves cry out for reprieve from the weight of the snow they bear. Their nurturing tears are carried through the basin by the mighty Gunnison River.





Cingo 

The oldest city in the entirety of the Ichi Plains is nestled in the Uncompahgre Basin. At its founding, the city served as a port and waystation for small boats traveling upstream on the Gunnison River. Now a large canal allows shipping up and down the river in earnest and many buildings are supported by piles. 


Starters

Professor Belle makes her home here studying the connection between Flying and Water. She provides these types of mon she hatches or catches from her boat Intrepid.

  • Jellobe, the Deep Thinker Legamon (Water). Evolves into Zoalobe. A globule of transparent aqua jelly with a pink brain visible inside. It elevates itself and walks around on five stubby tendrils of the same gel. The brain is small, but its many wrinkles reveal that it's highly intelligent.

  • Daggird, the stealthy bird Legamon. (Flying) Evolves to Robjay or Sabird. Daggird are nearly impossible to see at night. They use this to their advantage and are nocturnal hunters., Preferring to stab their target unawares.

  • Gatoray, the snapping legamon (Water). Evolves into Alliquatic. The shores of creeks, rivers, and lakes are made dangerous by these invasive legamon. Gatoray will quickly take their place at the top of a local food chain due to their voracious appetite and ability to eat almost anything.


Gym

  • Renowned in the Indego League, Mo Fen seeks to perfect her martial style after training under the Elite Four’s Bruno.

  • Tournaments are held at the end of each season.

  • She has brought legamon with fighting spirit from regions far a wide.

  • The winner receives the CRUSHING WAVE BADGE, granting a trainer a Knack for smashing boulders.


Battle

  • Sailors on the docs are always looking for trade or to try out their mon from far away.

  • Under the docks, urchins test their mettle against the beach dwelling mon in fisticuffs.

  • The Cliffside Academy has an after school club for battles. Private schoolers only, but you can battle wealthy kids if you can get in!


Buy

  • Passage upriver, along the coast, or out to sea may be bartered for.

  • Headbands inscribed with VIRTUE, MASTERY, EMPTINESS are sold at the gym.

  • Exotic foods shipped from overseas are a rare treat!

  • Vendors sell pinwheels of all colors, a joy for wind based legamon.


Trouble

  • The docks are no place for children at night. All manner of “goods and services” can be found here.

  • The adults-only night at the dance hall occasionally ends with brawl, and some say black-clad figures have been seen!

Cimarron

Grapes and melon and peppers languish on vine and honey drips fast from the comb. Cimarron is a cornucopia and humans and legamon live easily even as they work the land side by side. The Concordiants hold mass in cleared circles of crop.


Starters

Once the grass and bug type legamon raised at Cornucopia Gardens reach maturity, they are offered to young trainers as a religious gesture of faith and good will. “Plant your seed, water it, watch it grow.”

  • Angrape, the cute fruit legamon. (Grass), Evolves into Grumplant. Angrape hate being plucked off of trees, a frequent occurrence. Most react to their rage with smiles and "aww", causing further frustration.

  • Klissilk, the Silk Larva Legamon (Bug).  Evolves into Nulluna or Lushina. This legamon is a small crawling thing that leaves a soft bright trail wherever it goes. One end has its face, the other end has an identical pattern to confuse predators – and researchers, who thought it had two heads until very recently.

  • Sproutly, the young leaf legamon. (Grass) Evolves into Lillipod. Sproutly grow in all climes and seem to thrive everywhere there is adequate rainfall. Their fruit is often collected and used for medicinal purposes.


Gym

The Shadow Grove rests in a crack beneath the richest fields of nectar and honey. Crop residue, worms, and decay slide down and fester in the lowest point of the basin. It is the fertile womb of death which gives life to the fields above.

  • Deep within the cavern grow potent psychedelic fungi, tended to by a colony of ant-like Cordycol. 

  • Some say the very shadow of death lurks in the shadows.

  • Any trainer brave enough to ingest the fungus and escape is granted the HORN OF PLENTY BADGE at the botanical garden. This badge grants legamon 1 free save vs poison per battle and trainers a Knack for fear.


Battle

  • Lady Bryony runs a botanical garden with her sister Cassia. Subtlety and teamwork are their specialties.

  • Master Bellona runs the farm and gardens and they always need a hand. Legamon are free to roam the gardens and humans help with feed and pollination.

Buy

  • Fertilizer, jalapenos, yummy juice etc!

  • Jalapenos

  • Yummy Juice

  • Training Manuals for Cut (100c), Spray (200c), Ignite (300c), Antivenom (400c)..

Totem

In an odd corner of Cimarron there rests an old totem, left by someone who came before. They call it Mogwai, the first mover. Lick the totem for his blessing.

  • Demands fruit to be planted before each meal and poison to go untreated once affected.

  • Grants your legamon the first move in battle. You also gain strength enough to carry 3 more items in your inventory.

  • To regain favor, release a grass type legamon and poison a fire type legamon.

  • Mogwai’s wrath is said to increases poison’s effect and shadows cause ill luck.


Trouble

  • Broxibo the Wagon King campaigns endlessly for his brother's mayoral bid.  If you help him scare voters away from the polls, he will give you knowledge of secret and forbidden roads.

  • Each new moon, botanists note that flowers grow dramatically overnight, and mere buds sprout into flowers then fruit. What could be happening?

  • Rumbles past the edge of the field are heard in the dead of night during the new moon. Some say it is the rumble of “machinery” and belching monsters of metal have been seen, but these are just stories.

Gunnison

On abandoned battlements, the howl of the wind mingles with spectral cries. Lost in battles long forgotten, widows and widower mourn for love to return. Among the ruins, mediums and mystics work to lay the dead to rest. 


Battle

  • A small military outpost remains in the area. They are known to practice with trainers and are eager to trade equipment for contraband

  • Spirits haunt the graveyard, but most trainers think they are legamon!

Buy

  • A medium named Baga will sell her services to commune with the dead, lay a curse, ward against a curse, or sell a dreamcatcher.

  • A settlement rests in the shadow of the old fort. There, a theater troupe performs haunting soliloquies and interpretive dances to honor the dead. Tickets are cheap.

  • Training Manual for Bannish (200c), Intangible (300c)


Trouble

  • Those cloaked in black lurk in the shadows, not all are ghosts. 

  • Spirits haunt the hills around the old Fort Gunnison. More than one ambitious trainer has appeared a week after setting out into the woods with little memory and gray hair.

Campaign Pitch: Ichi Plains

This is a campaign pitch for an asynchronous play-by-post legamon game. Players will take the role of trainers in the rugged frontier region...