New Journies/Mechanics: Difference between revisions

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Higher the roll, the better the result. 100 is a crit success, there are no crit failures unless otherwise specified (and it'll usually be obvious what it is and why there's a crit failure)  
Higher the roll, the better the result. 100 is a crit success, there are no crit failures unless otherwise specified (and it'll usually be obvious what it is and why there's a crit failure)  


===Stress===
The more stressed the trainer, the worse they do in everything. Your Pokemon can also get stressed. Do not let this get too high as it is a general penalty to rolls, and gives disadvantage the more stressed you are. (0-10 is not stressed, 10-15 is lightly stressed, 15-21 is moderately stressed, 21-30 is very stressed, 30+ is dangerously stressed.)
Note that not talking to other people is in fact a stressor over time.
===Actions===
Generally actions are 1 per day, but specific actions or traits may alter this.


===Experience===
===Experience===

Latest revision as of 02:06, 19 November 2025

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General

Higher the roll, the better the result. 100 is a crit success, there are no crit failures unless otherwise specified (and it'll usually be obvious what it is and why there's a crit failure)

Stress

The more stressed the trainer, the worse they do in everything. Your Pokemon can also get stressed. Do not let this get too high as it is a general penalty to rolls, and gives disadvantage the more stressed you are. (0-10 is not stressed, 10-15 is lightly stressed, 15-21 is moderately stressed, 21-30 is very stressed, 30+ is dangerously stressed.)

Note that not talking to other people is in fact a stressor over time.

Actions

Generally actions are 1 per day, but specific actions or traits may alter this.

Experience

Every 100 points of experience, Pokemon go up a level. This means that you will see the dice size adjust based on opposing level to your Pokemon.

Camping

Camping in normal situations is a 1d100 roll vs DC 35. Situations can increase the dice roll, or make it Not Normal (in which case you have to roll)

Normal situations generally mean normal to light rain, and temps within 50F/10 C and 83 F/28.3C. Note that gear may say 'handles heavy rainfall', which makes up to Heavy 'Normal' and negates the DC increase (but may mean you still have a check.) The following entries are increases in DC.

(These are not additive and are only indicative of general difficulty.)

Temperature Range DC adjustment Rainfall Range DC adjustment Other Modifiers DC adjustment
083 - 090F 5 DC Moderate Rainfall 3 DC Fairy Auracite Storm 20 DC*
090 - 095F 10 DC Heavy Rainfall 11 DC Severe Fairy Auracite Storm 30 DC*
095 - 099F 13 DC Severe Rainfall 15 DC Tropical Storm 30 DC
099 - 102F 18 DC Thunderstorms Moderate 19 DC Typhoon, Weak 40 DC
106 - 120F 35 DC Snowfall, Light 6 DC Typhoon, Major Impossible.++
>120 F 50 DC Snowfall, Moderate 11 DC Sand/Duststorm 30 DC
043 - 050F 5 DC Snowfall, Heavy 33 DC Mountaineering >4250ft (1500m) 6 DC
32 - 43F 10 DC Blizzard 45 DC Mountaineering >6561ft (2000m) 18 DC
20 - 32F 15 DC Severe Blizzard 60 DC Mountaineering >8202ft (2500m) 50 DC
6-20F 26 DC
31 DC
39 DC
50 DC
<-50F Premium Camping Van Only, 50 DC.

* Fairy Auracite storms may carry Pokemon to you. Or other unusual results. + These have tornado risks that must be rolled ++ At this time, no portable camping anything can take this.

Traits

Traits in this give you access to information, or bonus to specific things. They may also remove rolls entirely. It takes 1,3,8,15,30 points of progress to go up a camping tree. Some traits gain experience slowly by just doing the activity. Not all trait trees have all 5 ranks.

Note that not doing certain things will get you negative traits, or doing things that may be bad ideas. These will be signposted by the narrative.

These are not an extensive list. If you think one is missing, ask me. I have no problems working with questors to make up traits.

Known Traits:

  • Camping Tree:
    • Apprentice Camper [I] - +15 to camping rolls
    • Trained Camper [II] - As long as you have a tent and sleeping bag suitable for your weather, you do not need to roll to camp.
    • Experienced Outdoorswoman [III] - More endurance and stamina in general when outdoors, and get a +20 to camping rolls.
    • Expert Outdoorswoman [IV] - You could pitch a basic winter tent on in winter on a mountain. Probably. [+35 to camping rolls, able to make creative solutions to deal with problems.]. More relevantly, you suffer less penalties to finding things in thicker terrain.
    • Master Outdoorswoman [V] - Dr. Livingonstone, I presume? [+40 to rolls, +20 to search rolls in any terrain except ice sheets.]
  • Personal Traits

These are gained via specific incidents or on character generation. Advancement of these is not guaranteed and cannot be chosen (except to invest time in systemizing it.)

    • Detective [I]: Gain insights into things unsaid, or misleading, in conversations. Note that absent knowledge, you will only get a feeling that something was wrong.
    • One Truth Prevails [II]: Your perception is uncannily sharp, and you are able to detect specifically what is false or misleading. You may get insights or urges about what seems off or should be looked at in depth. (Cannot be purchased)
    • Hard Worker - More pay per action (or more valuable goods in trade) [15%]
    • Awkward Journey Age - You occupy a limbo in that no one expects people your age to be on their first journey.. or second, really. You may find things difficult to do without workarounds. (cannot be purchased;)
    • Agile Body - You dodge Pokémon attacks easier, and find that agile movements are just easier for you. Maybe you did sports emphasizing reaction and speed. Cannot be chosen with Strong Body.
    • Strong Body - You are just physically stronger. Cannot be chosen with Agile Body.
  • Trainer Insight:

Beat all the trainers in an area, and do other quests there and you may get a Trainer Insight.

  • Certification Traits

These traits are major components of your ability, and depending on your start, may be mandatory to improve or maintain. Some IV/V ranks may be completely unavailable.

    • Pokémon Researcher [I] - You know without needing to find out the Pokémon in a region. You also have a chance for shiny Pokémon.
    • Pokémon Researcher [II] - You know if your Pokémon's stats are higher than the average - can tell it's weaknesses and strengths
    • Pokémon Researcher [III] - Increased shiny Pokémon chance. Also, your papers and research gets more Acclaim (and probably more award money) per paper.
    • Pokémon Researcher [IV] - [NOTE: Requires College degree or passing a test set by Professor Cypress]. You have increased chances of finding rare Pokémon (or rare Pokémon habitats) (these stack with other certifications) [Locked from Starting Age: 11]
    • Pokémon Researcher [V] - [NOTE: Requires Researcher IV + exam/defense set by the International Pokémon Academic Organization (PAIO)] - Great chance of finding rare Pokémon, or rare Pokémon habitats. Your luck is higher to make breakthroughs, you have good Acclaim, and new and unusual Pokémon or other super-rare phenomena. [Only available to Starting Age: 19]
    • Pokémon Conservation [I] - Increased chances of spotting rare Pokémon. Also, you may see unusual Pokémon that do not belong where they are. (Very low chance.) [Cannot be chosen on start for Starting Age: 11]
    • Pokémon Conservation [II] - Chances to spot rare or shiny Pokémon. Wild Pokémon will be less likely to be aggressive on sight to you.
    • Pokémon Conservation [III] - [NOTE: Tested by the Ranger Union] You know how to set up and repair Pokémon habitats, as well as find unusual examples of a particular species of Pokémon. You generally understand Pokémon and know how to make yourself understood to them. [Locked from Starting Age: 11]

[Pokémon Conservation IV/V are Pokémon Ranger restricted ranks]

    • Pokémon Caregiver [I] - You can tell how stressed your Pokémon are (added to the sheet).
    • Pokémon Caregiver [II] - You are better skilled at keeping your team healthy while traveling. Add one die to your base training, and gain an additional point of friendship per day.
    • Pokémon Caregiver [III] - You know how to create herbal remedies (that your Pokémon will not like as much) if you are out of items to heal them. (trade 2 points of friendship to prevent a status effect from persisting from rolls)
    • Pokémon Caregiver [IV] - You negate one step of temperature induced harm to your Pokémon while traveling. You can tell at a glance about health problems of any Pokémon
    • Pokémon Caregiver [V] - You get more out of healing items than anyone does, and you can tell at a glance the status of any Pokémon you encounter, include beneficial status. [Locked out of Starting Age: 11]
    • Pokémon Trainer [I] - You can tell how strong Pokémon are at a glance.
    • Pokémon Trainer [II] - You find it easier to train your Pokémon in moves that it can learn from a TM.
    • Pokémon Trainer [III] - You can attain masteries with moves in your Pokémon, making them more fluid and giving you a bonus in fights.
    • Pokémon Trainer [IV] - At this level, you can use enhancement artifacts like Mega Stones, Z-Moves, etc. This does not remove the minimum Friendship bond.
    • Pokémon Trainer [V] - You and your Pokémon understand each other implicitly. Your Pokémon are more likely to execute tactics and strategy you have taught them without waiting for your order.
    • First Aid [I] - You can administer standard first aid.
    • First Aid [II] - You can administer emergency first aid.
    • Medic Training [III] - You are qualified in Rachenn to administer emergency first aid. You get bonus effects to healing people, and healing effects. [Double Cost for Starting Age: 11]
    • EMT Training [IV] - [Locked Out of Starting Age: 11] You have EMT-Basic certification. You may be on call (and paid) to assist Trainer and Ranger rescue teams.

[EMT Training [V] is locked out as you cannot be a trainer and a paramedic.]