PokeGate
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Mankind never had to stare at the skies and wonder if they were alone in the universe, the pokemon that would occasionally come crashing to the earth in cocoons of ice and stone told them it was not so long ago. Lunatone and Solrock would tell of others of their kind floating in space and even Beheeyem could reveal genetic memories of a large pokemon civilization under the ministrations of a sufficiently skilled psychic or dream doctor. Countless studies over eons revealed the presence of wondrous things far beyond the ability of young humanity and its one planet…and also how distant they all were.

Every civilization that discovered this secret anew was forced to accept that mankind would never meet any but the closest of these others, the ones in their own solar system. The technologies in their possession and the pokemon at their disposal could never allow them to make a trip, not in a billion billion years. Thus with despair, indifference, even sometimes relief, mankind turned their attentions back to their homes each time; To Earth and its pokemon.

All of this changed with the Gate was discovered.

In 2702, engineers surveying Pluto for the future site of a tourist attraction discovered a massive structure of unknown metal buried beneath the ice. By 2705 the miles tall doorway reached a critical point in its excavation, turning itself on and firing a high frequency transmission that was picked up by every receiving station in the system on it's way towards a nondescript patch of the Atlantic ocean. On January 13th 2706, the code discovered on the monolith in ancient Atlantis was successfully entered in the [name] gateways console and the path to the rest of the galaxy opened wide.

With strange pokemon and strange worlds across every horizon, the Solar Federation has recruited you to aid in the exploration and cataloguing initiative. Are you ready to explore the universe?

Resources
Central
Cyberworld and Tech Solar Systems and Realms Non-Playable Characters
Omnidex Bonuses and RP Points Missions and Mission Accessories

Omakes and Interludes

Characters

Players

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Tech

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Exclusive Technologies

New Mechanic: Modules

Equipment, Augmentations and certain consumables may now be purchased as Modules for half the price. A Module cannot be used directly, but must be installed on an item with Module Capacity. Modules may be activated once per extended rest as a Swift Action. A module's static effect lasts the rest of the scene upon activation , active effects can be used once during this time period frequency and other constraints allowing.

Example: A Slipstream Armour Module: When activated, the user gains 5DR for the remainder of the scene and cannot gain that effect again until an extended rest. They may still use the active effect of escaping from stuck once during battle for the remainder of the scene..



Modules

Tier 1 (Probationary Explorer)


Environment Scrubber
Cost: $2000
Static
Effect: Grants Hazard Immunity.

Shield Generator
Cost: $2000
Effect: Allows the use of the moves Light Screen and Reflect, limited to self.

Trauma Kit
Cost: $2000
Effect: Use a pre loaded basic restorative on yourself. The Trauma Kit can be loaded as an extended action.(restorative sold seperately)

Synthetic Machine Simulator
Cost: $2000
Effect: Use a pre loaded move from a TM or HM. Using the Synthetic Machine Simulator costs your Standard Action as well. Loading the Synthetic Machine Simulator is an extended action. (TM or HM sold separately)


Tier 2 (Junior Explorer)


Barrier Module
Cost: $2000
Effect: Create a single hard light projection in an adjacent square. The projection acts as blocking terrain with 20HP and 15DR. If the creator moves away from the projection, it is destroyed. (2 slots)

Agility Module
Cost: $2000
Effect: Use a Sprint Maneuver as a free action.

Quick Release Module
Cost: $2000
Effect: Release one of your currently carried pokemon.

Reigniter Module
Cost: $3000
Effect: Refresh weapon move frequency. (Must be loaded on target weapon)

Parabolic Delivery Cannon
Cost: $3000
Effect: Use a pre-loaded single use ordinance, smoke ball, pester ball, or Cap. Loading the Parabolic Delivery Cannon is an extended action. (2 slots)


Tier 3 (Galactic Explorer)


Emergency Stasis Module
Cost: N/A (Gift Only)
Effect: User is removed from reality for 5 minutes or one Full Round when in combat. This effect may be used as a reaction when the user gains an injury or takes massive damage.

Re-winder
Cost: $3000
Effect: Refresh target module. Each Module can only be targetted by a Rewinder once per extended rest.



Transport

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The FVU series is the workhorse of the Solar Federation Government and the symbol of it's officials. The stylish design commissioned in 2660 covers a rugged interior that can remain functional though decades of wear and tear with only a little maintenance. The series is famous for being the only one to have ships capable of creating and riding ultracauseways in every class and is much desired by private citizens and criminal elements alike for its mobility.

WARNING: POSSESSION OF AN FVU SERIES SPACECRAFT IS RESTRICTED TO REGISTERED SOLAR FEDERATION OFFICIALS. INDIVIDUALS FOUND TO BE PURCHASING, SELLING OR IN POSSESSION OF THE AFOREMENTIONED WITHOUT CORRESPONDING PAPERWORK WILL BE PROSECUTED TO THE FULL EXTENT OF THE LAW

The Corvette

Ship Funds Pool 247,000

Cockpit

Hit Points 100
Defenses 10
Breach Sec 2
Breach Cap 4
Sensor Suite
Communications
Mining Laser (L)

Body

Hit Points 200
Defenses 10
Breach Sec 2
Breach Cap 5
Small Vehicle Bay(2)
Repair Station
Quarters

Engine

Hit Points 100
Defenses 10
Breach Sec 1
Breach Cap 4
Levitate 8+2
Warp
Fast Cooldown Module
Engineering Bay
Warp Comms