STATS


TRAINER STATS


HP: How much health your character has, and how much damage they can take before fainting. Determined by Rank.

  • Villager/Hatchling: 10 HP
  • Rookie: 15 HP
  • Squire: 20 HP
  • Knight: 25 HP

ARMOR: How much protection your character has, and how much damage they can shrug off when hit. Determined by personal preference.

  • Clothing: 0 ARMOR
  • Corviknight Robes: 0 ARMOR, +1 MIND
  • Leather Armor: 2 ARMOR
  • Medium Armor: 4 ARMOR, -1 DEX
  • Heavy Armor: 6 ARMOR, -2 DEX

Each character gets 6 stat points to disperse amongst the following ability scores. (You may go up to -2 on a stat and use the points taken to bolster another.)

STRENGTH: (Deals with strength, athleticism, endurance, and strength based weapons.)

DEXTERITY: (Deals with speed, reaction time, stealth, and dexterity based weapons.)

CHARISMA: (Deals with charm, persuasion, intimidation and influencing situations through charm.)

MIND: (deals with intelligence, observations, and recalling information.)

RECOVERY: (RECOVERY deals with how well your character recovers HP, but can also be funneled towards assisting another character HEAL)


More stat points can be added or subtracted upon creation depending on whether your character has a weapon in their inventory. Members can earn more points to add to their stats by completing art prompts, gaining items to their inventory or during future events.


DICE


Different dice are used by different ranks to show the level of growth. Whether attacking, or making a check, or attempting to heal each rank uses their respective dice for all rolls. Some checks may literally be impossible for lower ranks, while higher ranks still have a chance to fail.


  • Villager/Hatchling: d6
  • Rookie: d8
  • Squire: d10
  • Knight: 2d6


POKEMON STATS


POKEMON CLASSES

Pokemon come in all shapes and sizes, even ones of the same species. Pokemon have been categorized into different classes based on their build, and how they support a trainer. While only one pokemon can be in battle at once, there are a number of pokemon and class combinations that can aid a Knight in a fight for survival.


CHARMER - Intimidating or calming, the presence of this pokemon can give a bonus to their trainer’s CHARISMA. 

DEFENDER - Unusually sturdy this class allows a pokemon to take blows for their trainer. Bonus to ARMOR. 

FIGHTER - Particularly vicious this class grants a bonus to STRENGTH.

ROGUE - Quick and lithe this class grants a bonus to DEXTERITY.

SCOUT - Observant and cunning this class grants a bonus to MIND.

WITCH - Wise and specialized this class grants a bonus to RECOVERY.

*Consider altering pokemon designs a little to fit their class! Perhaps a Defender Pikachu has more bulk and fur to soak up hits, or a Charmer Venusaur would be covered in thorns or have large tusks for intimidation. A Rogue Kecleon could have sharper angles and a more sleek design, while a Scout Persian could have markings on its face, or odd colored eyes to help it see better.*


POKEMON BONUSES

The following pokemon grant the respective bonuses to their trainer when actively being used.

FIRST STAGE POKEMON: +1

MIDDLE STAGE/SINGLE STAGE POKEMON: +2

FINAL STAGE: +3


ITEMS


During events, players can earn different items as rewards for a job well done- these items can either positively or negatively affect and boost a character’s stats. While some items are one-time use, others offer permanent stat changes to a character. These items will be logged in the member spreadsheet accordingly.


Below is a list of weapons you can have your character start out with and carry in their possession. The chance to earn better weapons and armor will open up as the story progresses.


STRENGTH WEAPONS: Can only be used with STRENGTH

SWORD, AX, HAMMER, CLUB, DAGGER, SPEAR: +1 STRENGTH


DEXTERITY WEAPONS: Can only be used with DEXTERITY

BOW, WHIP, DAGGER, STAFF: +1 ARMOR