Guides

Guide Mechanics

Congrats on meeting your Guide! These are little bits of divinity granted to you by Jirachi, and are her way of helping you grant your wish (or at least, part of it). They'll also be fully fleshed out PCs that we'll share joint custody over and will be essential for your travels as you shape the world! They'll gain unique and powerful abilities that you can take in pretty much any direction you want. For example, Moghu's Paras might develop spores that can put out fires (or maybe it gains Vivillon's Powder capability). Perhaps Jayce's Zubat eventually becomes psychic type as its sound waves reach into the future. Take liberties with this!

General Mechanics

  • You may choose your Guide's Nature, Ability and Gender (as normal)
    • In addition, you may apply the "Re-Balancing" Feature to your Guide for free
    • You may apply three Stat Booster Items to your Guide for free. However, these do count against Vitamin slots
    • Select up to three Inheritance Moves for your Guide to be learned at the normal Levels
    • Select up to five others Moves your Guide's species does not normally learn. I will add these to its Movelist
    • We'll figure out a custom maneuver for your Guide together once you hone in on what direction you'd like to go
  • You gain a +2 Bonus to all Command, Intimidate, Guile and Intuition checks towards your Guide that stacks with other bonuses
  • While all evolutions are sort of narrative, these especially so. We'll also need to do some finaggaling to figure out what an 'evolution' might look like for Comfey (or some other sort of significant transformation/power gain/etc
  • Controlling your Guide has some special rules! See below:
    • If you control your Guide with your Command Action, it can act normally.
    • Your Guide may take part in combat without a command action: it acts as Supressed, may not use Maneuvers or non-Static Abilities, and takes a -5 penalty to Damage Rolls for that round.
    • You may pay a GP (see below) or AP to remove one of the above effects, or pay two to remove all of them.

Soul Points

Soul Points are an important resource that represent both Jirachi's blessing and your connection to your Guide. More on these later but, as your Guide grows they will gain Soul Points allowing you to customize their role and how they grow as a Pokemon! You will receive 1 Soul Point every 5 Levels (as Tutor Points) starting at Level 20, and additional ones as you progress through the game. Soul Points may be spent on the upgrades below. These can be purchased multiple times.

Basic Effect (0 SP)

  • Appearance Changes: You can basically change the appearance of your Guide as you want, but only when purchasing another effect. Feel free to make small changes to apperance now if you wish.

Minor Effect (1 SP)

  • New Move: Your Pokemon may learn a Move that it doesn't normally get through Level Up, Tutor or Egg Move! How you learn it is GM dependent.
  • New Minor Capability: Add a minor Capability to your Guide! This is basically any Capability that isn't Species locked.
  • Advanced Movement: Gain a new Movement Capability, or increase another by 2.
  • Power Shift: Redistribute up to 6 stat points on your Guide.
  • Size Change: Adjust your Pokemon's size or weight 50% down or 100% up.
  • Skilled: Gain two Skill Ranks to distribute on your Pokemon as you wish.
  • Minor Maneuver: Create a Minor Maneuver.

Major Effect (2 SP)

  • Type Unlock: Your Guide may learn any TM or Tutor Move of a given Type, selected when you purchase this effect.
  • Minor Move Upgrade: Your Guide has a Move it already knows increased slightly in power. You will work with me on how exactly this works, but this would be about on par with causing Attract to affect both Genders.
  • New Major Capability: A new Capability, usually one that is species locked.
  • Ability Shift: Change an Ability on your Guide's list with another Ability.
  • Special Terrain: Create a Field or Weather Move. Your Guide learns this Move.
  • Extra Ability: Your Guide gains another Ability from its available Abilities. You may only take this Effect twice.
  • Expanded Memory: Your Guide gains an additional Move Slot.
  • Moderate Maneuver: Create a Moderate Maneuver.
  • Expanded Repertoire: Increase your Guide's Guide Point pool by 2.

Greater Effect (3 SP)

  • Type Change: Type Shift your Guide. There is a possibility you can create a custom Type for this.
  • Unexpected Development: Apply a Feature from any class to your Guide. You may only purchase this once.
  • Greater Maneuver: Create a Greater Maneuver.
  • Major Move Upgrade: This is the big stuff. Increased DB, Effect Range, ect. You will work with me on how exactly this works, but this would be about on par with causing Attract to became a Burst 1.

Ultimate Effect (4 SP)

  • Ultimate Move: Create a Signature, high-powered Move for your Guide. This Move does not take up a Move Slot.
  • Ultimate Maneuver: Create an Ultimate Maneuver.

Legendary Effect (6 SP)

  • Aura: Your Guide gains an Aura, as defined in the Blessed and the Damned Book. This won't be a full Legendary Aura, but it's definitely not going to hurt your power.

Guide Points

Guide Points (or GP), on the other hand, are immediately available to you and are a core mechanic of how your Guide works. At the moment each of your Guide's knows a single Manuever (which we'll work out). However, as you progress and spend Soul Points your Guide will likely learn new techniques. These advanced abilities will draw on your Guide's pool of Guide Points, which are basically just AP for your Pokemon. The exact mechanics are detailed below:

  • Your Guide has a pool of 1 GP per 5 levels
  • Guide Points are replenished at the end of a Scene
  • Guide Points may be used to remove the combat limitations for commanding your Guide without a command action (not suppressed, no damage debuff)
  • Guide Points can also be used to boost the Accuracy Roll or Skill Check of your Guide or you (but only if you are engaging the same enemy/task) by +1. This stacks with AP, but you cannot apply multiple CP to a single roll.
  • Guide Points may be used for the AP Cost of any Orders or Feature targetting the Guide.
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