Pocket Monster Hunter: Freedom: Unite: 2G: Third Strike: Championship Edition: Beach Volleyball & Knuckles
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The Dragon has been ousted from his Mount, and The Hungerless Maw has been sealed shut by the efforts of legendary heroes. The Prideful Dragon, The Silent Archer, The Burning Hammer, and the Burnished Steel: four legends who braved monstrous foes and beat the winged monsters of myth down from the skies on their unconquered assault on That Which Sits The Heavens. The battle raged and shown for the world around to see, flashes of figures and combat burned like titanic gods onto the clouds above the peaks of the Dracomount. It was with an scream of outrage that the battle was ended, and a blast of power felt the world around that victory was announced. And then it all went to hell.

Memories returned, and it was surges of pain. Flashes of long healthy lives, of love and heartbreak, of sorrow and pain. Of death. Seas of death. And the journey to this place: the afterdeath, a land where souls come to their end. A land whose exit has been torn open by the might of humanity, a flippant dismissal of the lord of death that countless others run towards in hopes of a return of this life.

It is here you find yourself: caught in the endless forward press of a throng of humanity, banding together for a chance to freedom. Caught between three camps around the rechristened Hero's Crown, the mountain range where Giratina was felled, you have become a de facto protector of the helpless and opener of the way. You will crush whatever beast seeks to assail this fortress of civilization and clear any obstacles in its way. And at the end of it, a return to glorious true life awaits.

tl;dr YOU'RE A SPOOKY GHOST, 4 PEOPLE KILLED GIRATINA, NOW MURDER YOUR WAY TO ITS CORPSE AND ESCAPE THE REVERSE WORLD


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If you hadn't gathered from the name, PMH is kind of a mix of Pokemon and Monster Hunter. You're a badass trainer who kills considerably bigger and deadlier beasts in the hope of using their corpses to fashion better tools so you can fight the biggest and deadliest. If you manage to bring down a pokebeast, you can make a Survival or Pokemon Education to find out what materials you can salvage - or contrive to haul it back, and have the butchering done. Bring them to one of the warbands' redoubts around the Hero's Crown and all your desires can be fulfilled.

Most combat will be Trainers vs. Pokemon, though if you manage to wrestle some pokemon into submission, you may find a very willing and faithful companion. If you call in a few favours, you might even be able to get some equipment made for them too.

With regards to length, I dunno lol ¯\_(ツ)_/¯


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Level 1. No Pokemon. No Items. Final Destination.
Books: Core, Game of Throhs, Rich Kid, Detective, Artist, Punk
Level: 13
Stats: 5/3/3/3/3/3 Base; divide 25 points. No stat can be higher than 20.
Pokemon: None
Items: 4500P

Note: The technology level in this land is fairly primitive, such that even pokeballs do not exist. Certain particularly complex items will be unavailable, and so will classes that rely on them.


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Whodis Trapgirl - Gents
Vulcan - Price
Tula - Falconis
Leide - Janus
Meowstro - Also Gents


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Material Carving
On successfully completing a hunt, the party may attempt to make X many Carves of material from it. X is the Beast's Level/5 - Injuries + 1, or 2; whichever is higher.
Carves come in three types: Hide, Gut, and Trophy. The type is declared when the attempt is made, and influences what the resulting material is.
Carves have two stages: Assessment, and Removal. Depending on the Type of the beast, make a skill check with a DC equal to 3 x Mission Difficulty. On a success, make a skill check using one of Med. Edu, Survival, or Poke. Edu. On a success, congratulations: you successfully carved the beast.


Alchemical Crafting

Alchemical Crafting is the process of turning cool loot ripped from the bodies of conquered beasts into useful gear, fashionable wear, and rad trophies. It can be done in one of two ways: Alchemizing an existing item to improve its performance, or crafting a new item through Alchemical processes which makes full use of the components. Either way, it requires three things to produce an alchemized item: the Base Material, the Secondary Material, and an optional Decorative Material. The crafter determines the intent and type of item they would like to create, and makes a skill roll based on the category of item. Poor skill rolls may not be quite what they intended, while excellent rolls might exceed the original goal.

Alchemizing Base Item: Produces moderate strength effect on top of existing item's traits (AW Move, Small Skill Bonus, Small Save Bonus, etc.)
Requires: Equip Item as Base Material; Secondary and Decorative Material can be any of Carved Item, Basic Restorative, Repel, Berry, Apricorn, Held Items, Evolutionary Items, Dream Mist, Pester Ball, or Smoke Ball.

Crafting Alchemized Item: Effect variance is broader, but potential strength is considerably higher.
Requires: Carved Item as Base, and Secondary Materials; Decorative Material can be any of Carved Item, Basic Restorative, Repel, Berry, Apricorn, Held Items, Evolutionary Items, Dream Mist, Pester Ball, or Smoke Ball

Crafting Alchemized Consumable: Produces variable strength effects in one of multiple categories, on top of existing effects.
Requires: 1 ~ 3 Carved Item(s), Regular Craft Requirements
Per Carve: Roll a d20, and add/subtract your skill rank - 3: Intuition (for snacks) or Med. Edu (for restoratives). Higher rolls grant positive effects, lower rolls grant negative effects.
Flavours: Carves have specific Flavours that affect how they impact the end result. Those Flavours and the rough categories of effects are: Gamy - Statuses; Fishy - Stats and Combat Stages; Fatty - Actions; Nutty - Unpredictable; Smooth - Damage and DR; Gentle - HP and Injuries; Luxurious - Biased towards positive effects; Offensive - Biased towards negative effects.


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Dig Dug Dang
Quarry — ★ — Any Time
Rumour has it a local quarry has had work slowed by the appearance of strange tunneling beasts, who pilfer everything shiny that isn't tied down. Ores, gems, pickaxes, coin, mirrors, lamps, few things are safe and it's becoming incredibly frustrating to the work effort.

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Lovely Place, Lovely Face
Mountain Path — ★★ — Night
Travelers who have made it through the over-mountain path have reported seeing lights from some sort of logger's lodge late at night. Many more travelers have reported missing friends who went on ahead of them. Concerns are mounting, as are suspicions that these are related.

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The Essence of Fear
Forest — ★★★ — Any Time
A swarm of omnivorous rats has moved into a nearby forest, and are devouring everything: the grass, the trees, the wilds. They must be stopped.

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Emerald Valley — ★★★ — Any Time
A strange environment has been discovered by scouts in the faraway desert. Unfortunately, the hostile wildlife has made exploration past the perimeter extremely difficult. A camp must be established to act as a launching point. Provide assistance by clearing out a pack of "invisible hounds" at the prospective site.
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Ruins Rescue
Ruins — ★★★★ — Any Time
A townswoman has told of a Hunter who has gone in search of ruins, at the border between distant mountains and a desert. She seeks confirmation that he lives or has passed - but whatever drew him here might still exist and worth taking.

Requires: Trapgirl
Reward: Anxious Pearl, Terrifying Spoon

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Dangerous Down
Varies — ★ ~ ★★★★★ — Varies
A number of exotic fliers have been spotted in the region, without known cause. While harming any of them permanently risks agitating the growing swarms, perhaps one could harvest some of their valuable breast-feathers…
Current Targets:

  • Tailow
  • Spearow
  • Tranquill
  • Pidgeot
  • Articuno

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Warcrafter's Stable
Service: Weapons, Armour, Hand, Foot Crafting; Combat-related effects and items.
Fee: 2 Carved Materials
Time: 1 ~ 2 Hunts

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Sewaddle's Seam
Service: Body, Hand, Accessory, Head, Foot Crafting; Skill and non-damage combat-related effects and items.
Fee: 2 Carved Materials
Time: 1 ~ 2 Hunts

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SUPLYKRAF
Service: Head, Foot, Hand Crafting; General utility effects and items.
Fee: 1 Carved Material
Time: 1 Hunt

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Provisioner's
Service: General Store
Fee: 0 ~ ∞P
Time:

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Tutor
Service: Move Tutoring
Fee: 1 Carve matching Type of Move to be Learnt
Time:

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Essentialist's Den
Service: Soul Delving
Fee: 2 Trophy Materials per Consultation; Special
Time:

All pokemon art has been jacked without permission from Gryphon-Shifter.
All icons have been taken from Game Icons.