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In magical worlds, it may be that not every Pokemon one finds is created the natural way.
Wizards may call Pokemon from other planes of existence to do their bidding, rather than going
outside and risk dirtying their robes. Crazed scientists may combine technology, magic, and a
few “leftover” parts to create life itself. Necromancers might craft undead Pokemon, summoning
spirits to inhabit well-worn bodies. Or perhaps a civilized society has means for the rich to
custom-order their Pokemon, skipping generations of breeding to get right to the desired result.
However you go about it, the concept of magic allows for a world of possibilities when it comes
to “creating” Pokemon. What follows is a system that attempts to codify those possibilities.
Whether the GM makes this system available to the players is up to them, however: It may be
that your world strictly regulates the magical creation of Pokemon, so that it may only be
performed at specialized Guilds by expert wizards; or perhaps your world has lost the ancient
secrets that enabled the creation of life by arcane fiat.
For Hatchers, they may create their Pokemon as an Egg. When the Egg hatches some time
later, they can then apply their Feats to it as normal. (In the case of This One’s Special, the
GM and the Player should come together and determine what those special additions are -
you may simply allow it to be a free, costless use of this system, with a Master Occult skill
supplied by a patron wizard, guardian spirit, or simply The Universe.)
In the case of the Scientist, their feats “For Science!” and “Playing God” simply allow them to
perform certain functions of this system without a skill check, or for a lesser cost. (Depending
on the game and the Scientist in question, you may want to alter or add to the list of Pokemon
the Scientist can create.)
For both, if a Feat allows them to do one of the Modifiers listed below, then they can do so
without rolling a Check. Further, that Modifier’s Difficulty is not added for future Modifiers.
(They must still pay the Cost listed in the Feat, of course.)
Cost and Difficulty
Every step of the Pokemon Creation process has an associated Cost and Difficulty.
To attempt the step, you must first pay the Cost, given in P$, in ritual magic supplies - magic
crystals, special herbs, runic inscriptions, or whatever is appropriate to the character and the
world in question.
Then, the Trainer must roll their Occult Education skill, plus any relevant modifiers (from
equipment, circumstance, etc.). If they meet or exceed the total Difficulty of all the steps
involved to-date, including the new step they’re attempting, then they succeed - otherwise, they
fail, and the Cost is spent to no benefit.
The formula for the base Cost and Difficulty of creating the Pokemon is as follows:
When the Pokemon is created, the GM decides its Basic Ability, Nature, and Gender as normal.
(Hatchers and Scientists may apply their Feats to select these as normal, as well.)
Hatchers: Remember that you can only hatch Pokemon from their Base or Baby stage!
Step 2: Modifiers
Once the Pokemon is created, you may begin adding modifiers to it. Each Modifier has a Cost
and Difficulty. Remember that as you add more Modifiers, the Difficulty increases cumulatively!
To wit:
Again, if you fail a Modifier, the Cost is expended, but nothing else happens. Failed Modifier
attempts do not add to the difficulty of successive Modifier attempts, so you can just try again -
though note that lots of failures may have drastic consequences, noted in the Failure step
below.
Easy (DC +3) Moderate (DC +6) Hard (DC +12)
* When altering a Pokemon’s Ability List, you may substitute out one of its Basic, Advanced, or
High Abilities for an Ability from the Type-Shifting Movelist Helper of the same tier, for the
Pokemon’s type(s).
Finishing Up
The Trainer creating the Pokemon may call it quits whenever they like, and accept their result.
Once they’ve done this, though, the Pokemon is finalized - they cannot go back and resume
adding Modifiers to it at a later date. (That’s the province of classes like the Upgrader.)
When the Pokemon is finalized, the player may immediately capture it and automatically
succeed, unless failure penalties were applied that make this impossible (see below). By
default, a created Pokemon starts at Lv. 5, and Loyalty 2 towards its Trainer.
What follows are some ideas for failure penalties that the GM can apply, but take them only as
guidelines - you have free reign, especially after multiple failures! If you invent your own failure
results, be sure to not make them so bad as to discourage use of the Pokemon once the
creature’s been created - a player will have sunk a lot of time and resources into creating it.
Failure results should be seen less as overt punishments, and more as quest or roleplaying
hooks that “start with the stick, and end with the carrot”. Rather than encouraging a player to
abandon the created Pokemon, they should be problems that the player can solve - after a
side-quest or two, of course - to remove the failure result from the Pokemon.