Pokemon Hunter - D&d Style Character Sheet Page 6

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Large Monster Rules
rounds, the pokémon will most likely be
exhausted for a similar number of rounds. This is
You're gonna fight some big bads. The
your chance to make them vulnerable after their
usual mook rules are fine (and encouraged), but
big show of power.
we need something else for these epic battles.
To start, the GM will need to have
Conclusion: Fitting into the Fate system
Aspects for the pokémon that are things the
hunters can somehow mitigate, which will
This is a module/addon for the Fate
change the dynamic of the battle. These are
system. If you're not familiar with it, you will
things like spikes or horns, tails, fur, and shells.
need to give its rules a look-over. Don't worry,
Try to have something on all sides.
the rulebook is freely distributed and fairly easy
On the hunters' part, there will be a lot of
to understand.
Situational Aspects going around, called Position
Ignore the Fate rules for initiative against
Aspects (or just Positions). Rather than costing a
pokémon; hunters go first. After all, they're the
Fate Point, these Aspects are swapped (or, the
ones on the hunt. And giving every pokémon a
hunter changes Position) at the start of a turn. It
Notice or Quick rating would be arbitrary and
may be different depending on enemy pokémon,
annoying. If you decide you want to use
but in general a hunter will have a direction
Initiative, or the situation and GM calls for it,
relative to the monster (Front, Rear, Port,
then simply use a regular roll plus Level.
Starboard) and a range (Underfoot, Close, Mid,
When rolling characters, make sure you
Far). Each direction should have a different part
come up with Aspects you can invoke in combat
of the body a hunter can attack, with range
to earn Fate points. Only come up with Stunts
determining whether they can attack and how
that do not relate to combat; such things will be
much danger they're in.
covered entirely by your gear.
For the pokémon, its attacks should
Advantage and Overcome rolls in combat
generally target a specific direction and only go
will almost always be trying to be above zero.
as far as Mid range. Exceptions could target
The GM should provide a means to get
multiple directions, but its range should be
potions, and the players should make use of
limited and specific. A giant Manectric could arc
them. These will not be regular games of Fate.
electricity to everything in Close range. Note that
for area moves, you only need to make one
Section Key
Attack roll and apply it to all targets.
This should create a dynamic where the
These rules pertain only to Pokémon. If you
group is attacking multiple angles as they
just want to be a Pokémon Master, these are
for you.
become available. There is also a risk/reward of
whether you want to keep attacking on the
chance that there won't be repercussions, or
These rules pertain to hunting large
monsters and using their materials. If you're
whether you want to play safely. You may wish
just looking for the thrill of the hunt, these
to include changing Position on a Success with
are for you.
Style.
These rules will apply regardless of which
An average-difficulty, single large
ruleset you use.
pokémon would have around 40 “vitality” per
hunter involved, if you want to use that
Unmarked sections (other than the Fate
abstraction. You could also just fudge it
primer) are only relevant if you're playing
with both pokémon and large monster rules.
according to the pace you want to go instead of
tracking numbers.
At every “quarter” life (or when you say
so), remember to have the monster rage, giving
The follow pages are Reference
them various benefits: a bonus to Attack or
Material. Refer to them as they come
Defense rolls, access to more moves, or maybe
up for examples or quick glances at
something environmental. Be creative! This is
where you shake up the fight for the hunters.
large batches of information.
After three (or another arbitrary number)

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