Saturday, October 22, 2022

Best There Ever Was v2

 



Best There Ever Was v2

Similar to my effort with Through the Veil, I’m circling around to improve BTEW. I’ve just run Haunt at Okanigi Forest and I’m using that experience to improve things. My goals are that this game will be easier for the typical RPGer to pick up and use and that combat will be simple and fast enough to easily run online. To accomplish this I’ve moved the system closer toward basic DnD rules and changed combat so more attacks and moves will land. cheers!


Wonderful Creatures Called Legamon!

As a young trainer just setting out on your grand adventure, you’ve caught or been given your first legamon companion. Let’s figure out who that is.


The core of a legamon is the initial concept in your mind. Decide what it is like, it’s type, and write a sentence or two as if a legadex is describing the mon to a young trainer. After that we just need to add a few stats. Or pick one already generated by the gloggers or N*ntendo. You can add an ability like “shines light” or “floating” if that helps describe your mon.


Next, behold how the stats from classic p*kemon games and DnD map to one another. A table is provided below. We’ll use one number to describe each pair of stats as they are really just one. For battle situations involving stat checks the old pokemon stats will inform what needs to be rolled, for those classic dnd situations you’ll find yourself in the dnd side of the pair will indicate which stat to test. I’ve added a new stat, Bond, which is a measure of the trainer-’mon relationship and is tested to evolve:


hp = hp

Str = Attack

Con = Def

Int = Sp Attack

Wis = Sp Def

Dex = Speed

Cha = Bond


To generate a level 1 ‘mon roll 3d4 down the line. Swap one stat if you want. Maximum level for a legamon is 10.


All mon also start with a status effect move, 1 Move Dice (MD), one move based on their type. They will quickly gain more. ???HYPERLINK TO REAL MOVES???. Roll a starting move based on your type.


Lastly, assign a damage dice to your mon’s physical attacks and their special (energy) attacks. Use a d4 and a d8 or a pair of d6’s.


Gain 3x your level in XP to level up. A mon is worth their level in xp when defeated, befriended, or caught. When you level up, roll a d4 and spread that many points across any of the above stats then choose one: learn a random move, gain an MD, increase one of your damage die. To evolve, you can test Bond once per level at a satisfying moment. If you succeed, choose two: 2d4 stats, 1MD, 1 move, increase damage die. 


If this is your first legamon, level up your mon to level 3. No professor would let you wonder into the grass with anything less.


Err… What’s Your Name Again?

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 which you can fill using your saved allowance (1000cp) and your future winnings. Careful use of these will aid you greatly in the wild.


Let’s Fight!

Turn order in a battle is determined by the speed stat. Highest goes first. 

On your turn you can use a move or attack. Moves are resolved like spells and use MD. MD return to your pool on a 1-3.


Attacks are resolved with an opposed roll, each participant trying to roll under the appropriate stat. Decide if a physical or special attack is being made, then test the relevant attacking stat while the defender tests the appropriate defense stat. (For example, a physical attack uses the Attack stat, deals the damage die assigned to physical attacks, and is opposed by the defender’s Defense stat). Compare the result to this:


attacker/defender:

pass/fail: attacker deals damage and successful maneuver

pass/pass: attacker deals damage or maneuver, defender's choice

fail/fail: attacker and defender lose 1hp as they clash claw (and grimace)

fail/pass: defender makes a maneuver


Maneuvers are for anything you might want to do on your turn besides fighting or using a move. Use your maneuver to use a trainer item, jump up to high ground, cut the rope holding up the chandelier, etc. For these kind of maneuvers just test a stat as appropriate and consider they types of things a fire breathing lizard should just be able to do if they wish. Favor an automatic success since they already rolled for it once during the opposed roll. I'm going to reference my Fuck, it's a Legamon post as a guidepost for dealing with these. Maneuvers can also be used to apply your type's status effect or use a move which is listed as the Maneuver type. 


If an opponent cannot meaningfully oppose a roll due to circumstances, then an attacker can deal damage or perform a maneuver for free.


Saves vs status effects occur at the end of your turn or if a maneuver is used to rid them.


Sorry, you’re not my Type:

Each Type is strong against one Type and weak against another. If a Type is strong, then moves of that type will deal [level] extra damage. If a Type is weak against a target, then moves of that Type will deal [level] less damage to a minimum of 1. The chart below shows the relationships. Bolded Types are strong against the Type below and weak against the Type across. The list wraps, so Normal is strong against Dragon.


dragonwater
ironfire
electricrock
watercombat
firelight
bugghost
grassflying
rockpoison
flyingsteel
combatdragon
psychicpsychic
darkelectric
lightdark
ghostbug
poisongrass
normalnormal

Hang on, we’re going to the legamon clinic!

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 1d6 hp, but will not remove lingering injuries.


If a legamon takes enough damage to faint, roll on the Table of Consequences, +1 for each previous roll since the 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, -d4 Attack and Def until full rest

  4. Dizzy, -1 MD until full rest

  5. Badly bruised up, -d6 hp until full rest

  6. Amnesia, -1 move until full rest

  7. Broken bone, -d4 to all stats and hp until full rest

  8. +, struggling. -2 HD and -d6 to stats, -1 MD. 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.


Into the Grass!

Wild areas may be resolved using traditional dungeon methods or by doing a depth crawl. The plumbing procedure for a depth crawl is to roll a d12 plus the number of dungeon turns you've been progressing through the area.


If the sum is under 12, the GM will generate a random location and encounter. This will also indicate if there is a mon or trainer. 


If the sum is greater than 12, the GM will make a tally and you will encounter the first of the area’s unique locations. When you reach the last of these locations and resolve the scene the adventure is over and you may tally your score. 


Your score in a wild area is # of dungeon turns - 1 for each legamon you caught. I'd love it if you posted your score on any of my wild area posts in the future.


Shoppe!
Your starting character has managed to save up a few coins from working at the Shoppe. After months of stocking items, you'll know just the ones to buy to start your journey. Don't forget to change your underwear! Spend your 1000c wisely.

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 to capture a wild mon

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

400c - Megablock, Cube, roll 3d6 over hp + level to capture a wild mon


Unique Blocks

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

200c - Hard Candy, Increase your bond with a legamon by 1d4

300c - Fatigueblock, Octahedron, roll d12 over def to capture

300c - Puzzleblock, Octahedron, roll d12 over special attack to capture

300c - Prestigeblock, roll d8 over level


Single Use Power Boosts

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

200c - Syrum S, Increase your attack and special attack by d4 for the next 6 rounds

200c - Syrum F, Increase your MD 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 A,S,F, and H. Lasts for 2d6 rounds. Your Legamon is Struggling after it wears off.


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, October 19, 2022

Haunt at Okanigi Forest!


Calling all trainers!
Join delinquent teenagers for a midnight race through the dangerous Okanigi Forest! There will be ferocious battles! candy! dangerous tricks and traps! friendship! blood soaked ghosts! flashlights! underage drinking (not endorsed by me)! and decorations!! Don’t let the howling bloodseeker chew off your limbs! Haha, just kidding.

Bring your inner (or outer) teen, 2 legamon of your choice, and your need for speed. Note that you can also just bring pokemon or a mon you make up if you want!


This will be a depth crawl with the goal of visiting each of the three ancient shrines before finding your way back out again. Your score will be 10 for each dungeon turn taken + the number of real minutes the game lasts - 10 for each mon captured. Post your scores here. The team with the fastest time are the Champions!


Daring the Depths of Okanigi Forest!

A group of daring young trainers, your classmates all, gather at the edge of the forest. Tensions are high and some diffuse their anxiety with laughter. Others stare quietly into the darkness, steeling themselves. Each will try to make their way to the Single Tree and carve their initials, defying their fears and the dangers they preface.


The plumbing procedure is to roll a d12 plus the number of dungeon turns you've been progressing through the forest.


If the sum is under 12, generate a location with "Where am I?" button. This will indicate if there is a mon or trainer. You can then generate either of those with the other buttons. I adapted the 'mon encounters to fit the forest, but there is a limited number and you may need to click a few to get a new one.


If the sum is greater than 12, make a tally and you will encounter the first of three special shrines (described below). When you reach the last of these shrines and resolve the scene the adventure is over and you may tally your time.








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The above is basically safe for players to read if they don't mind knowing a few encounters. This section will definitely make the adventure unplayable and is for enterprising GMs or those who aren't interested in playing this adventure.

Shrine 1
Wooden archways mark openings into a clearing known as the Shrine of Peace. No conflict may enter, and it is a haven for legamon. Within, a wounded Angourd lies motionless near a sputtering campfire. Nearby, a pale-faced medium recites a ward against death while her Blakraven kaws "Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before." The Angourd's thin hide has been punctured several times and sweet juices drip onto the dirt.

Shrine 2
A once quaint hut, now rotting, provides a roof for the second shrine. A spectral Fetchain is seen acting out various phases of its life. Other's are implied by its motions. It is being fed, it is playing catch, it is growling and howling. Within, a tree has been planted which now pierces the roof and threatens the structure. This is the Shrine of Healing. The fruit found here rejuvenate the body and spirit. Scattered within are the appurtenances of a meager home, once left in a rush. Most has been looted or destroyed by time, but dice,  a silver whistle, and a faint image of a happy couple and their legamon can be found if searched for. The legamon are a Blakrow and a Fetchain. Remind the players that the wind sings a mournful song as it whistles through the trees.

Shrine 3
Deep in the forest grows the Single Tree. Its branches cast shade on all others. Among its tangled roots lie countless dead taking their final rest. Among many older of its like, a wooden plank stands freshly carved. Beneath a graven image of a smiling man is the inscription "death parts us, life renews." Teeth marks cover the edge of the plank. 

To win the race, carve your initials into the trunk of the Single Tree. This requires climbing the mangrove-like roots and taking a turn to make your mark. The bloodseeker is here to make sure you don't.



What the denizens of the forest think
The well-loved watcher of the forest has fallen under a baleful curse. On pale, windy nights when wind sings a mournful song, the moon is full-bright and a chill in the air, when the low fog raises the hair of the bravest of Mastrauma, on nights such as these the good guardian turns into a howling monstrosity known only as the bloodseeker

The legamon of the forest have sensed this and direct friendly trainers to his shrine deep in the forest. This is just where a brave young trainer wants to go on this particular night in order to win the race known as the Dark Run. Rumors and legends about the bloodseeker abound, but no one has seen or heard of it in half an age. The people of the surrounding towns do not know that the curse has returned to Okanigi Forest.

The real deal
In an age past a young druid of the trees made her home in the Okanigi Forest, caring for and nurturing legamon and cultivating a beautiful garden. She fell in love with a whistling gambler who was undertaking the League Challenge with his partner, Fetchain. She turned his head and they settled in the forest. One day, he was cutting wood and slipped. The wound was terrible and he may die. The young druid tried to save him by tying his life to that of Fetchain, and it worked! During his recovery, the man turned to gambling to pay off old debts, but those he owed did not appreciate his quiet life and lack of payment and killed him while he was away. Fetchain returned to the forest ashamed that he could not defend his trainer. On nights like this, when the howling wind sounds like the whistle of a young gambler, the spirit of Fetchain returns transformed by his failure into the black omen legamon, Sincanine!

Sincanine, the black omen legamon. (Steel/Fire).  Evolves from Fetchain.
Fetchain only evolve due to the emotional stress of their pack dissolving. The presence of a new Sincanine is a sign of discord, infidelity, and shattered relationships among those it is close to.
Ability: Nose, can smell the type and basic location of legamon.
20 hp, 13 Str/atk, 13 Con/def, 9 Int/sp.atk, 8 Wis/sp.def, 9 Dex/spd, 6 Cha/bond, 3 MD
Status: Trapped. Trapped 'mon can't switch out. Save at end of each turn, end condition on success. 
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals [dice] damage each turn. Exposed mon take [dice] extra damage from all sources.
FLAME RING [Fire/Special]: Create a flame wall along a surface (5 x sum) feet long in any shape. Lasts until the end of the battle and deals [sum] damage to those who touch it.
STEEL SHOT (Metal/Special) - Spray metal fragments at a target. Deal [sum] + [dice] damage and liters ground with sharp barbs which deal [dice] damage to soft creatures that move across it.

The woman in Shrine 1 is the ghost of a once young druid, still struggling to heal the trauma that destroyed her family.

The scene at Shrine 2 should be self-explanatory by now. The whistle mimics the tune of the lost gambler and can be used to calm Sincanine. Later, it can be used to call Fetchain in a time of duress. Remind the players that the wind sings a mournful song as it whistles through the trees.

The final bit. Shrine 3 contains the final resting place of our dear gambler. If the players can sufficiently comfort Sincanine, then he will return to his Fetchain form and lay down by his master. This can be resolved by a hard 6 required on a skill check (which is a d6 roll + bonuses), with +1 for each relevant bit of info the players can scrounge about the story or other reason you think should give them a bonus. The whistle or photograph will provide bonuses if offered to Sincanine. +2 if the whistle is blown to sound like the song on the wind.