Game Master’s Guide Ultra Sun Ultra Moon Dedicated to the Game Masters out ther

Game Master’s Guide Ultra Sun Ultra Moon Dedicated to the Game Masters out there, who tirelessly plan sessions for the Players. - Dr. Mr. Stark Contents Hello Pokémon: Tabletop Adventures Game Masters! 3 Starter Pokémon 4 Campaign Structure 6 Pokémon Loyalty 8 Evolution, Fossil Reanimation 12 How to Generate Wild Encounters 13 Allying with Wild Pokémon 14 Fainting and Death 15 Gym Battles and Contests 16 Captures 17 Awarding Experience Points to Pokémon 18 Alphabetic List of Pokémon for Experience Drop and Capture Rates 18 List of Pokémon by Biome/Habitat 27 Alphabetic List of Pokémon for Base Stats 40 Designing Trainer Skill Checks 58 Hello Pokémon: Tabletop Adventures Game Masters! If you do not plan to be a Game Master, or GM, for Pokémon: Tabletop Adven- tures, you should not be reading this book! Unless you’re into metagaming, in which case, shame on you. This Guide will have a bunch of charts that you’ll need for Pokémon that Train- ers are not allowed to know off the top of their head. You will have to share certain information with them when they capture Pokémon, or you might need to keep track of every Pokémon's Capture Rate to see of a player’s Poke Ball roll was successful. It’s all in here! Let’s go! Starter Pokémon: The first thing you will deal with, when beginning your campaign of Pokémon: Tabletop Ad- ventures, is what Pokémon your players will get to start off with. If your players are not starting fresh, it would probably be best to help design rules and limits so that some players are not starting off way more powerful than the rest of the Trainer they’ll be travelling with. While Pokémon professors tend to give out a ‘starter’ Pokémon, let’s not forget that some trainers have lived in a house with a Growlithe or a Vulpix as a family pet. Maybe they had an Oddish in a clay pot on their windowsill that they watered everyday? It’s not unusual for new trainers to bring a friend along on the journey, but you might re- strict them to waiting to return home and pick it up at a much later time if the player insists on having a Dragonair as a family pet. Basically: If a player wants to have a house pet, it’s not above level 10 and it’s not an amazingly rare Pokémon, there shouldn’t be a problem. Anyway, onto a list of Pokémon that Professors might offer to new trainers... Starter Pokémon, from Professors, should have at least one evolution in their family tree. The Pokémon should grow alongside their Trainer. An Evolution is the ultimate form of growth in the Pokémon world. You should also limit certain Pokémon from being given out from professors. Nobody wants to travel in a party with a Larvitar, when all they got was a Pidgey. These are some Pokémon have been used as starters in the video game series: Bulbasaur, Charmander, Squirtle Snivy, Tepig, Oshawott Chikorita, Cyndaquil, Totodile Chespin, Fennekin, Froakie Treecko, Torchic, Mudkip Rowlet, Litten, Popplio Turtwig, Chimchar, Piplup Pikachu (Pichu), Eevee Other fun Pokémon that might be good starters: Oddish, Seedot, Budew Sandile, Rhyhorn, Cubone Fletchling, Magby, Vulpix Geodude, Roggenrola, Rockruff Poliwag, Lotad, Horsea Gastly, Duskull, Litwick Mareep, Shinx, Elekid Aron, Klink, Honedge Ralts, Abra, Solosis Machop, Timburr, Tyrogue Swinub, Spheal, Vanillite Axew, Trapinch, Swablu Houndour, Inkay, Scraggy These are all suggestions. Feel free to substitute any Pokémon as Togepi, Flabebe, Cleffa your group’s starters, or even your homebrewed Pokémon if Igglybuff, Slakoth, Lillipup, you’d like. Wurmple, Scatterbug, Grubbin Pidgey, Starly, Pidove Nidoran (M/F), Zubat, Ekans You might be wondering, ‘How do I make an exciting Pokémon Campaign that doesn’t dissolve into fight Team X, win all the badges, fight the Elite Four?’ Luckily, this is a Tabletop Game. This is your chance as a GM to do everything that every other part of the Pokémon franchise does not offer. If you are stuck wanting to make your players just mosey through the Gyms in a specific order, you are just playing the video game on a tabletop. You are probably not the best bet for your group’s GM and might want to look into handing off the responsibility to another player. If you’re thinking ‘How do I handle Gyms and Contests without eating up the rest of my player’s time?’ or ‘How do I generate a random wild encounter when I had planned for my player’s to journey through a cave and instead they started exploring a forest?’ or ‘How can I help Chris find some reward, when Taylor accidentally stole Chris’ chance at having their favorite Pokémon?’ hopefully I can help. Campaign Structure: This is a suggested campaign structure. Start with this skeleton and flesh it out, and you’ll have your campaign. If you want to run a high-level campaign, start later in the skeleton. Deviate from this suggestion as you would any suggestions in any other tabletop games. First session or two - - Build characters, origins, etc. - Have players list 6 Pokémon they’d like to have by the end of the campaign in an order of most wanted to least wanted. - Give you players their starters, have some wild encounters. - Introduce a settings mechanic related to the plot in your campaign, such as Poke Balls being incredibly cheap, wilds being incredibly aggressive or anything else you can think of. Sessions following - - Your players will do things to work towards personal goals (fight Gym Leaders, participate in Contests, hunt for wilds a lot). Let them do these things. - Do not railroad players into plot if they are enjoying themselves. - Once your players have a team they are somewhat happy with introduce more plot. - If they don’t bite the plot hook, they are probably unhappy with their teams. Use that list to throw your players a bone. If it’s a big bone, just make them work very hard towards making the Pokémon loyal to them. Sessions following B - - After the plot starts rolling, your players will most likely put their individual goals on hold at this point, you can run Pokémon: Tabletop Adventures like any other tabletop RPG. - Don’t forget to keep doing the occasional wild encounter. Plot wrap up - - After the BBEG, world ending event, inconvenience, whatever is destroyed, killed, stopped, whatever, your players should rightly receive some positive attention. - Award whomever is deserving Badges/Ribbons/Whatever for their service to the world. - Time Skip to the Pokémon League Championships. The reason this is important is so that they may surprise each other during the tournament. Time Skip - - Have individual sessions with your players to go over what happens during their time skip. You may have to play out Gym Battles, or award EXP to the Trainer and their Pokémon. Do so. Pokémon League Championships - - After working together through the campaign, your Players will compete against each other to see who has come the farthest. Format the championship however you’d like, but once a winner is found, let them fight your Elite Four. - Do not take away your player’s Champion status if they beat the Elite Four by making them fight another Champion afterwards. However, having them fight a previous Champion in an exhibition match is not unreasonable. Basically, take turns. The players get to do what they want for a bit, then the GM gets to do some plot things for a bit, then the players get to do what they want for a bit, then the GM gets to do some plot things for a bit. When you have a play who isn’t interested in the League Championships, make sure they have a suitable ending to their story. Figure out how to throw a Grand Festival for them to compete in as a pre-Championship show. Find an NPC who wishes to fund their research and set them up with a lab or grant. Have closure on any friendship they’ve made with a Legendary Pokémon who needs to leave them. Don’t accidentally punish your less battle-oriented players by forcing them to compete in the Championships. LOYALTY — As the GM, one of your goals is to make the universe come alive for your players. NPCs have reactions to players that cause them to regard your universe as a living breathing thing, with people in it with goals beyond the player’s meager needs. Naturally, Pokémon are no different in that regard. How a Pokémon reacts to his or her trainer is expressed through a mechanic called “Loyalty.” Pokémon, even your player’s Pokémon are partially controlled by you, the GM. You should keep track on the Pokémon your player’s keep in a private space, noting when players do good to enforce their relationship with their Pokémon and when players do poorly and harm their partnerships. Loyalty comes in 5 ranks, listed below: Loyalty 0: Pokémon is actively defiant; may use the Pokémon Move Frustration. Pokémon begin at loyalty uploads/Ingenierie_Lourd/ gm-guide-final.pdf

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