Voting is open
It's Ya Boi! GuzmaQuest! - a Nintendo Big Bad Bosses CK2 Hybrid Quest
Created
Status
Ongoing
Watchers
386
Recent readers
0

Take on the role of Destruction in Human Form in a quest to take on the forces of adulthood in a setting where a great many Nintendo villains won.

...bugs are cool, man

(Credit for icon goes to Irima on Tumblr.)
Last edited:
Endless Possibility

AProcrastinator

You can Certainly Try
Location
Getting Somewhere
Pronouns
She/Hers
The moon overlays the sun, silver hangs edged by gold, the sky goes black while the clouds stay white, and people try to cop a glimpse of Luna mackin' on Apollo while tryin' not to go blind.

They call it an eclipse.

You call it creepy as heck. Serious willies.

Just, conceptually, it's weird. It's weird. It's weird that the things in the sky can touch each other like that. Not literally, duh, you ain't stupid, but, like … you dunno. Things ain't supposed to interact like that. Sky's s'posed to be a lot bigger. Universe is s'posed to be a lot bigger.

Y'ain't all s'posed to be this small.

Time's s'posed to be a lot bigger, too, but here y'all are! Solar eclipse, first day of the year. Space shifts, and at the same time, time does.

Like clockwork. Heh.

They call it an eclipse. You call it one of the creepiest things you've ever experienced.

But Team Skull?

Team Skull calls it a reason to party. Even if you were the kind of boring ol' fogey to call the cops when there's cause for rowdiness (Arceus, if you ever tell someone to get off your lawn, shoot you), there's no way you were ever gonna miss out on Plumeria's barbecue. Gal cooks a set of ribs hotter than Mt. Pyre and meaner than your mother.

Your mother, specifically.

(They're really good ribs.)

"Goliso?" your bosom buddy makes himself heard over the revelry. Over here, a couple of your bois freestyle some rhymes. Out there, a chicken fight in the waves. Sandcastle competition, little ways off. Got a beat comin' through the speakers in the background. Just startin' to spice up, your people. "Golisopod. Pod, golis, golisopod pod."

"Feelin' chatty today, ain'tcha?" You punctuate the question by tossing Golisopod another rib. You've already eaten the meat; all he wants is the bone. "Lot on your mind?"

"Pod."

"Yeah, I get that," you shrug with one shoulder, sharp smirk. "Trust me, I'm lookin' forwards to kickin' your butt, too. Seven to seven, right? Gotta knock down that tiebreaker, show you who's of us is the Trainer and who's of us is the Trainee."

"Golisopod!" One claw slams into the other, reminiscent of fists. "So-pod."

You laugh, big and loud. "Like I said, wouldn't trade it for the world! But, ah -" You wave over the entire assembly, which seems to be drifting towards a faraway point on the shore. Found a cool Corphish or somethin', you'd bet. "- these guys mean the world to me, y'know?"

"Goliso…" The reluctance is obvious, but eventually, your partner sighs. "Pod."

"We've got tomorrow to go toe to tarsus," you say, another shrug, another bite of barbecue. "Got a whole year's worth of tomorrows, matter of fact. And I'm thinkin'…"

You suck some of the sauce off the edge of your thumb, smiling, satisfied.

"This year's gonna be a good one for us, Goli."

"Hey, boss?"

Ah. Plumeria. "Yo," you wave as she walks over. "Gotta say, Plume, lack of light really suits ya. Hey, I'm tryin' to decide if I should ask you for tips on tenderizing or tips on eyeshadow, but these ribs have me leanin' on -"

Plumeria cuts you off. "Castaway." For good reason.

You straighten, noting the way your number one tenses next to ya. Usually a good fight brings a shindig like this up, not down, but … "Shipwreck? Or we chattin' 'bout somethin' out of this World?"

"Out cold," Plumeria continues, and the only reason she wouldn't answer would be because the answer is already obvious. "Imagine waking up, nearly drowned, and the first thing you see is their cute faces. Bad to worse, right?"

You lean forwards. "Plumeria," you say, half a warning.

She considers for a moment. "It's … a girl."

0-0-0-0

"Do you think she's dead?"

"Dead people don't usually breathe, right?"

"She kinda looks like my grandma…"

"Maybe your grandma's a time traveler?"

"Dude, no way!"

"You kiss girls to wake them up, right? Like in Sleeping Beauty. Or CPR."

"I'm not kissing my grandma!"

Ah, your people. Lively as ever.

"I still think she might be dead. Let's poke her with a stick!"

Which is, of course, sort of the problem.

"Alright, goons and goonettes, Boss comin' through," Plumeria says, as you two walk over. "Stand yourselves aside. Move yourselves over. Skedaddle yourselves Krabbyways. For goodness' sake, don't crowd the poor girl. Sheesh."

Team Skull anti-crowds, Plumeria's commanding tone honestly just a supplement to your, well, youness. You see more than a couple of your subordinates perk up; if anyone's gonna know what to do in a sitch like this, then of course ya boi's got it on lock, right?

Right. No bones about it. Totally under control.

Riiiiight.

The last of the Grunts move to the side, after what feels like an eternity beneath a half-lit sky. Your eyes are still adjusting, despite the time spent outside; whether it's that or simple shock, it takes you several moments to fully make out the shape in front of you.

Unconscious. Waterlogged. Beat up, and that's puttin' it light. Weirdly alive, in a weirdly unextraordinary way, in sort of the same normal way that an eclipse is weird, or the turning of the year is weird.

Helpless, in a word.

But in a second word: breathing.

It's a girl. A girl from another World. A girl from another World who has washed up on the islands of Alola, on your turf, where you're at least nominally in charge, and that makes her your responsibility.

And she's alive.

And as that shock settles in, you begin to form some more words to describe her:


[] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street. The ears are the giveaway, though, pointed like they are. Seems way too young to be wearin' a wedding ring, but what do you know, she's from a different World; maybe she's secretly a thousand years old or somethin'.

[] Left arm gone. Left eye gone. Fins still there, though; that's probably the most important thing for a mermaid. Even a … what would you call a gal like this? Robo-maid? Nah, that's somethin' different. Mer-robo-maid. Yeah, if you were tryin' to boost a blender, maybe. Eh, cut out the Delibird: mermaid, robot, blue. Those exposed wires bein' near the saltwater is kinda freakin' you out, here.

[] Holy Tauros, this chick is
tiny. Not "tiny" like a little kid, or somethin', either, more like "tiny" as in "could use the sand dollar she's lying next to as a mattress" kinda tiny. Who exactly is the numbskull that was sayin' you should be pokin' her with sticks?! Criminy. Anywho, overlookin' the size difference, she seems normal enough. That and the spacesuit. Eh, whatev.


Having carefully considered all of the available evidence, you finally manage to articulate: "That is a whole entire female."

Your Grunts nod, awed by your sage wisdom. Plumeria side-eyes you, fearsome and incredulous both. Your Golisopod makes a choked noise which sounds suspiciously like laughter. This is the delicate balancing act you maintain as leader of the greatest Team this World has ever known.

Cripes, maybe you should call the cops.

"Well, we ain't just gonna - leavin' her here!" you declare, sort of stumbling over your words. Roll past it. "We gotta -"

The girl starts up again, all at once, coughing up no sea water, but about half of her lungs, from the sound of things.

While your bro and your sis are still shocked, and the crowd's breaking into murmurs, you're already on your knees, next to her in the sand. "Easy," you say, carefully, carefully, carefully helping her into a sitting position. "Easy, now. No rush. Don't look at the sky; eclipse goin' on."

Some more coughing, but she keeps her eyes tightly shut, even once it settles. "Thank you," she chokes out, a little hoarse, a couple more coughs.

"Think you can turn around?" you ask. "Yeah, that's it! Good stuff. Okay, should be safe to peep with them peepers, now."

She does. She blinks, looking around at concerned faces. "Somebody grab her some glasses," Plumeria says, and you make a mental note to thank your second-in-command for stepping up, here.

"On it!" one of your homegirls says, and dashes off to, well, grab the glasses.

And that leaves you with the half-drowned lady. Same situation, really, but no way to stall. She seems confused, and geeze, you can't blame her. Shock, maybe? Or just your regular run-of-the-mill morning amnesia, for all you know. Point is, you gotta ground her, and fast.

So you open your mouth, and you say the first thing that comes to mind:


[] You're lying in the presence of the powerhouses of partying, champions of carousing, located at celebration central at the edge of the World! Let's see how that frown on your face stands up against the wildest times Alola's got to offer!

[] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.

[] So! Where'd you drift in from? Gotta be somewhere far,
far away if you ain't recognized the glory you're witnessin' right before your eyes! Go ahead, lay it on me; new years, new beginnings, yadda yadda. You need a place to crash? A job? Your gang out lookin' for ya, somewhere?

[] Write-In (
Subject to Approval. Must be rambly in nature; you're kinda freaking out right now.)


You regret your words instantly – like this situation needs rambling, what is WRONG with you – but the girl does seem more focused now. Not quite responding, but not offended, either. Lookin' at you.

The glasses are produced. She grabs them, accommodating, but apparently none of you thought about her obvious physical differences from yourselves. Now that she's actually holding the things, even the least bright bulbs there can see there's was no way she's gonna be able to actually wear them.

"Ah, right, I'm bein' rude!" you say, more words, probably, you're not sure. "Haven't even introduced myself yet. Well, we can get that taken care of real quick. You're gazing on the glory of Team Skull, the best and baddest nuisances that Alola Isles have ever produced! That's our big sis Plumeria -" your second-in-command salutes – "And tall dark and handsome over there is called -"

"Golisopod."

"'Xactly," you say, standing up and grinning wide, arms spread as though to squeeze the world. "As for yours truly?" Showtime. "Well you're lookin' at the best Pokemon Trainer in all of Alola! The most power-hungry nobody that nobody'd ever wanna mess with!"

You're blooming now, gathering support, as your friends cheer you on, knowing what's coming and edge of their seats all the same.

"The count of chaos, the marquis of mayhem, the unstoppable eighth wonder of the underworld!" The light envelops you, now, as the eclipse finally begins to fade, revealing the brightness of a new day. Cheers and encouragement ring from the crowd. "Lies, injustice, and the Anti-Alolan way! The big bad boss who beats you down and beats you down and never lets up!"

Heck with it. If you can't do anything else, you know how to make an impression.

Welcome to Team Skull's turf, whoever you are.

"IT'S YA BOI!"

"GUZMA! GUZMA! GUZMA! GUZMA! GUZMA!"
 
Last edited:
Lore
Ladies! Gents! In-betweeners and outsiders of all ages! Are you ready to feast your famished eyes on a seven course meal of delicious, destructive, decadent devastation?! Are all of you's prepared to bear witness to the uprising of the downtrodden, the beginning of the dead-end's rule, the demonic revolution against society's better angels? Anyone who is not steadied against the thought of, the sight of, the experience of destruction in human form, evacuate the building immediately, or don't say we didn't warn ya!

Introducing! The undefeated! The incorrigible! The despicable! The unstoppable! The one, and only!

IT'S YA BOI!

GUZMAQUEST


Welcome, everybody, to GuzmaQuest, wherein Team Skull takes on the cosmos! Or, at least, the galaxy! Well, the planet. Maybe just Alola.

You know what? We're going to start at the local supermarket, and try and work our way up from there. Basics, first.


Press Start
In the mainline games, Mario storms the castle, defeats Bowser and his minions, and rescues Princess Peach from the turtle's clawed clutches. In the mainline games, Link slays Ganon, the ever-reincarnating personification of hatred, and peace is restored to the land of Hyrule. In the mainline games, Donkey Kong goes ape on King K. Rool's hindquarters and recovers his stolen banana hoard. Star Fox shoots down Andross. Captain Falcon outwits Black Shadow. Kirby beats back Nightmare! Samus slays the evil space pirate Ridley and saves the last Metroid! In the mainline games…!

In the mainline Pokemon games, Guzma got suckered into a bad deal, crossed some lines he didn't realize he was crossing, and in the aftermath, disbanded Team Skull and resolved to work to become a better, more law-abiding person.

Things went differently, here.

The details are important, but also, not so much. The exact causes, the points where events diverge? Sometimes they're obvious, and sometimes they aren't. The end results, in the end, are all that matters.

GuzmaQuest is built on a single, simple, solitary premise: what if the Nintendo villains had won?


The Game Begins with Game Over
No more games. No more playtime. Reality squeezes, and the breath is choked out of everyone's hopes and dreams. The wicked gain power, and the righteous are cast down.

Or, to paraphrase Wario: You have a rotten day.

Life, uh, goes on.

The bad guys rule the world now, sure. But they rule the world. That means there's a world to be ruled, and that means that the world's still turning. This new reality, same as the old reality, is overseen by the Bosses.

"Boss" is the title for those Nintendo villains that won the day and rose to newfound prominence. Ganondorf is a Boss: he rules over Hyrule. Ridley is a Boss: he owns a whole spectrum of space, raiding and destroying planets to his wicked heart's content. Bowser is a Boss: he's got his own story going on, and it's a little convoluted, but the point is, a Boss is a Nintendo villain in charge of their own political power. Some do their ruling overtly, others covertly, and some others do their own thing, refusing to call what they do "ruling" at all. But they are all, all the bad guys, Bosses, with subordinates and rules and responsibilities and everything else that being a Boss entails.

(There is one exception to this overarching premise: a singular setting where the bad guys did, in fact, still lose. You'll discover which one it was … eventually.)

Guzma is the Boss of Team Skull, and indirectly, the Alolan Isles.


Destruction in Human Form!
Guzma, for those unaware, is the illustrious, impeccable, unimpeachable leader of Team Skull, the baddest dudes and dudettes to ever bug the isles of Alola, and the best Pokemon trainer to ever bug out on your behind!

(He's a delinquent. He's a charismatic delinquent with a crew of knuckleheads and a penchant for Bug-Type Pokemon.)

It's a very large crew though, capable of covering an entire region of the Pokemon world. All of Alola knows Team Skull as the graffiti-spraying, street-sign-stealing, loitering, littering, occasional-Poke-napping ruffians that add… we'll say a little "local color" to the Alolan peoples' lives. By extension, this means -

(Ah, and petty vandalism. Can't forget that.)

- this means that Guzma himself is known across Alola as the instigator of every antic that Team Skull engages in. There's a lot of truth to this idea; Guzma's wild and free-living attitude extends throughout Team Skull, and their constant confidence and continued ambition are also reflections of who Guzma is.

Brash. Loud. Rebellious. Infamous. Misfits and outcasts, too. The gritty parts. That's how Guzma likes to think of himself, and therefore, that's how Team Skull is.

But not powerful. As much as Guzma grandstands, and as much as Team Skull buys into the hype, his actions have never spoken as loudly as his words.

Not until recently.


Out of the Aether
In Pokemon: Sun and Moon, Lusamine sought to fuse with the Ultra Beast Nihilego. Perhaps, at one point, she did so while searching for a way to rescue her husband from Ultra Space. By the time she accomplished her goal, though, it was all only for the purpose of being the most beautiful being in all existence. That, and nothing else: not immortality, not power, not knowledge, not understanding, and not battle prowess. Though her new form granted Lusamine great power, it was power she refused to use in direct combat, for fear of sullying her newfound perfection with minor blemishes.

In GuzmaQuest, she had no such compunctions.

The long and the short of it is, the Alola Region now belongs to the Aether Foundation in all but legal documents. Lusamine's word is effectively law, and the island's inhabitants have had to adjust to this fact of life.

Team Skull can, perhaps, be considered plausible deniability. You and your Team are mostly left to live how you like, well provided for, and even placed in a position of authority over the islands' inhabitants. Call Team Skull a subsidiary of the Aether Foundation. But come down to it, call it like it is: Guzma works for Lusamine. He is happy to, in fact.

(This doesn't have to stay the case, mind you. Perhaps the readership is content to remain Lusamine's right tentacle hand forever, sure. But perhaps you all intend to one day rebel? Perhaps you "merely" seek to gain enough personal power that you may split Team Skull off from the Aether, and live truly independently. Perhaps you have some other option in mind, something that'll shake the status quo to its very core! The choice is yours; the only problem might be convincing Guzma, first.)

Now, all this begs the question: how did Lusamine gain all this power? Sure, she fused with an Ultra Beast, but those creatures are powerful, not inassailable. There's a whole wide Pokemon world out there teeming with the likes of Mewtwo, Rayquaza, Arceus, the various Pokemon Leagues and the ultra-powerful trainers that would certainly take umbrage with someone taking over an entire region! What gives?

Well, that's the problem. There is, in fact, a whole Pokemon world out there.

And this World has seen better days.


Not the End of the World… Right?
Hoenn is gone, first of all. Flooded, deeper than anything that could ever be called natural. The only land to be seen, constantly-erupting volcanoes, eternally spewing magma as though to drown the sea, and smoke as though to choke the sky. And the sky is full of storms, and storms, and storms.

But the rest of the world faces its own disasters. Take the Galar region! Bereft of civilization, Galar has been overtaken by gigantic, feral Pokemon, feasting on ever-blooming Dynamax Energy, eternally fighting over territory and status. The small and feeble humanity which clings to what is left must run and hide and scrounge in order to survive.

And there are smaller, less everpresent disasters that nonetheless pop up with a frequency unknown even five years ago. Sandstorms and monsoons, earthquakes and fires, even meteorites – the planet is plagued with plagues, with seemingly no end in sight.

Yet there is still civilization, even among the disasters. There is still brotherhood, and companionship, and life. There is still knowledge, emotion, and willpower. But these things only remain in the small clusters of people and Pokemon that linger on this world. In between these specks of sapience, there is only "The Grey."

The Grey, or sometimes "The Doldrums", are the in-between areas. The Routes, the Tunnels, the Oceans, the places where personhood is not. Literally stripped of color, these are locations of apathy and depression, where even the breeze does not move, and living beings simply … stop. Stop eating, stop drinking, stop sleeping. Stop living.

The Grey is a place without decay. Only with death. The slow, cancerous, creeping death of an entire world.

The Pokemon world is dying, and the latest sign was the disappearance of Pokemon.

Not all the Pokemon, no. But the majority. Entire herds of Tauros, hives of Combee, packs of Growlithe gone. Trainers' teams reduced to a single Pokemon, or more often, none at all. In an instant, a heartbeat, all at the same time.

That is not even mentioning those Pokemon killed by disaster, or fallen to the Grey. Or the destruction of the PC System, and the suspicious death of Bill, the only person who could potentially repair it. Or the general sense of hopelessness and confusion that seems to saturate the very air. Trade has all but collapsed. Pokemon Training is a dying art, and a dying industry. There's less food, less water. Less Pokemon. Less people.

The Teams, for good and for ill, have been all that is keeping the Pokemon world afloat. Team Flare's turf is a paradise, and a hellscape, depending on what angle it's viewed from. The Elite Four and the Pokemon League allow Team Rocket an iron grip over the Kanto and Johto regions, in exchange for them being considered the other hand, so to speak. Team Plasma's Neo Communities claim to be a place where Pokemon and people live in peace, as equals, but llurking beneath that surface are terrifying truths. A dozen other major and minor Teams hold back the apathy -

- and Team Skull is one of them, through the Aether Foundation.

Welcome to the great, wide World of Pokemon. But remember: the Pokemon World is not the only World you need to be concerned about.


Other Worlds than These
You may have heard it said, somewhere, that there are many worlds, but they share the same sky – one sky, one destiny. This is true, of course. But there are worlds, and there are Worlds, and there is a universe of difference between the two.

A World is not the same thing as a planet. A planet is a very, very tiny part of a universe, which is a very, very tiny part of a multiverse, which touches on and intersects alternate timelines and parallel dimensions and other assorted nonsense of the sort. But a World, capital W, is a set of all these things, taken as a whole.

Assume a certain set of physical, metaphysical, magical, and narrative laws. A World is every single real, extant possibility that has arisen from that specific set of laws. The Mario World, is different from the Zelda World, is different from the Metroid World, is different from the Kirby World, is different from the Fire Emblem World, is different from…

… well. The Pokemon World.

But that they are different from you does not mean your World and the others are not neighbors, after a fashion. And Guzma is nothing if not neighborly.


Welcome to Warp Zone
The Worlds are separate things, spread out over distances that are more than merely infinite. And yet, through some quirk or another, there is the occasional overlap.

The Warps.

A Warp is any link between Worlds which may be used to travel between one and another. Some are physical places; you travel to a certain spot, and there's a gateway of some sort, there. For example, there is a painting the size of a small building in Jubilife City, and jumping into that painting will transport you to the BeanBean Kingdom, a part of Mushroom World. Other Warps are bound to a certain place, but also have a certain requirement: by visiting the remains of Bellsprout Tower and falling asleep, you will be transported in your dreams to Ivalice, a World of magic and monsters in a different way than Pokemon's own. Still other Warps are tied more to circumstances, not areas – coincidences of time, not of space. For instance…

...well, put it this way: a lot of strange things wash up on Alola's shores.

The discovery, or occasionally, the creation of a Warp is the kind of event which upends an entire World. Though the encroachment of one World's metaphysics on another's prevents true trade and alliance from occurring, access to another reality's tools, weaponry, ideas, magic, and other assorted shenanigans can serve to make a person the most powerful thing for Worlds around. Ergo, a publicly known and easily accessible Warp is the kind of thing which creates neutral ground: such entrances and exits are simply too valuable to be fought over.

But if one could claim a Warp, and keep it secret from the general public… well, that'd be something else entirely, wouldn't it?


File Select Screen
And this is where things stand. A broken story, a broken World, a broken system, a broken boy. To put it simply, utter devastation.

Thankfully, that's just how Guzma has always liked it.

You're the toughest of the toughies, and the best of the trainees! You're the bomb, the bang, the boom, the Electrode that knocks down the mountain! It's gonna take a World to keep you down, and if the world chooses to be your enemy, you will fight as you always have!

...eh, little weirdly worded. Workshop it 'fore you lay down the beats.

Point is, you're the best of the best of the best there ever was, and you're not gonna let anyone or anything stand in your way. You're Guzma, destruction in human form, and you're gonna take over everything!

Now, how exactly are you gonna do that?
 
Last edited:
Tutorial
Mechanics

If you're extremely new to the World of Questing, let me be the first to say: Welcome to Sufficient Velocity! I hope you enjoy your stay, and I hope that GuzmaQuest is a big part of the reason why.

Now someone can finally start explaining to you what exactly the heck is going on.

For people who want to know about some or all of the way that GuzmaQuest works – mechanically, I mean – read on. We cover just about everything you need to know in this post, from the nitty gritty stuff veterans take for granted, all the way up to the stuff that's unique to GuzmaQuest in particular. Feel free to read all of it, or just as much as you need to clarify things.

Or, hey. All the best games let you skip the Tutorial, right? Ignore the whole thing, if you like! Hopefully you can pick up the gist on your way through this story.

Alrighty. Let's get started.


This all Sounds Cool, but what is GuzmaQuest?
GuzmaQuest is a CKII Hybrid Quest standing on the shoulders of dozens of stories to come before it. But most directly, it is an attempt to follow in the (incredibly large) footsteps of DoofQuest, perhaps the finest Quest that Sufficient Velocity has ever produced. Just like DoofQuest, it takes place in a setting where the villains reign victorious, and just like DoofQuest, it attempts to see if some good can be drawn from a world gone rotten. If you've read DoofQuest – or CORE, or Dynasty of Dynamic Alcoholism, or I Have Always Wanted to Own the Galaxy, or one of the dozens of other CKII Hybrid Quests – then you probably get the gist of what you're about to read, here.

But for the uninitiated, here's the food for thought:


Chew on This
In a CKII Hybrid Quest, the readership (you, the reader, along with everyone else reading this story) takes control of a singular character, who in turn takes control of a burgeoning nation or organization, or perhaps an established one at the nadir of its strength. The readership will then, on a turn-by-turn basis, vote on how it wants its character to lead their nation. Most votes wins, and a 100-sided die (referred to as a d100) is rolled some amount of times to determine success and/or failure rates for that turn. The next chapter of the story is written with these results in mind, and then, the readership votes again next turn.

GuzmaQuest is a little different then most CKII Hybrids, but it's... mostly the same. It's basically like Dungeons and Dragons, only everything's bigger. The numbers on the dice are larger, the number of people playing a single character is way more than just one, adventuring parties are replaced with entire countries, and turns take two months of in-universe time instead of a measly six seconds.

But don't think the increased timespan means that the roleplaying isn't bigger than in D&D, too. Certainly, it's less moment-by-moment, more focusing on big decisions than granular character work. However, if the intended ability to roleplay were not also larger-than-life …

...well, we wouldn't be playing as ya boi, Guzma, now, would we?


Playing as Ya Boi, Guzma
Guzma is a Character.

Alright, alright, that's pretty obvious. But consider this: Guzma is a Player Character.

… maybe we can skip some small portions of the Tutorial, actually.

Any important character (to be blunt, one with a name and a role to play, not just one of the faceless masses) is defined by GuzmaQuest as a Character, with a capital C. In terms of gameplay mechanics, a Character is defined as a collection of Stats, Traits, and Preferences. Player Characters, or "PCs" for short, are the Characters which you take control of, directly or indirectly. Guzma and all those working for him are considered Player Characters. PCs additionally have Loyalty, which defines how much they like you and how far they're willing to go in service to you.

(There's also a Character's Pokemon. That's sort of a weird gray area.)

Let's take a moment to further define these four (five?) facets of your PCs.

Stats
Stats are twelve categories, deivided into two sections of six, which numerically represent how good a Character is in certain broad applications of their specialized skillset. Or how bad, as the case may be. You can think of them sort of like Attack or Defense in RPGs: ways of measuring abstract concepts mathematically in order to determine success or failure at certain tasks.

Six of these categories form the Professional Stats: Martial, Diplomacy, Stewardship, Intrigue, Learning, and Occult. The other six are smaller-scale reflections known as Personal Stats: Brawl, Charm, Craft, Sneak, Solve, and Cast.

As said before, Stats are numerical representations of how good at a particular category that Character is. With some leeway and occasional outright wiggle room, here's what the scale looks like:

0: Incapable.
1-6: Novice.
7-14: Competent.
15-22: Skilled.
23-32: Talented.
33-42: Gifted.
43-52: Prodigious.
53-62: Expert.
63-72: Genius.
73-99: Legend.
100+: The Very Best, like No One Ever Was.
Traits
Traits are certain qualities which have a mechanical effect on a Character's Stats under specific circumstances. They can be positive or negative, and are usually – but not always – unique to a Character. If a Stat might describe a Character's Skill, a Trait may describe who a Character is. For example:

Hellrisen: This Character has been to Hell and back again. Only, in the opposite direction. They gain a +10 to all rolls having to do with the infernal.

Secret Quadruple Reverse Double Agent: They never really were on your side. You think. Maybe? You're pretty sure. Actually, on further thought … hmm. This Character makes Intrigue rolls twice, and takes the better of the two results – unless the result would be a failure either way, in which case they take the worse.

Lonely Rolling Star: The Prince has family members like the sky has stars: the vast multitude does not change that they are all so far away. If this Character would be sent on a Journey, he is the only Character who can be in the Party. (The Prince ignores the usual two-person minimum for Parties.)
Preferences
Preferences are the types of things a character likes to do … as well as the kinds of things a character hates doing. While these have no direct mechanical effect, keeping a Character's Preferences in mind can keep them happy, which can give them Loyalty bonuses. The opposite is also true: repeatedly having a Character do something they feel they're unsuited to will make them leak Loyalty like a bottomless sieve.

Sometimes a Preference is a bit more than just "wants to do" or "wants not to do". Sometimes, for example, there are tasks that a PC will refuse to work on outright. Sometimes a Preference may be hidden until the storyline or the Character's own Loyalty reveals it to you. Sometimes a Preference may change in response to new situations, or fade away on its own time. Keep an eye on what your PCs desire – if not, it might come back to bite you in the end.
Loyalty
Loyalty is a numerical representation of how happy a Character is with their lot in life. All Characters have Loyalty to something, but most relevant to you? Loyalty is the measurement of how, well, loyal a PC is to Guzma and/or Team Skull as a whole.

A PC's Loyalty has no upper or lower bound, though it only has mechanical effects in the range of -100 to 100 Loyalty. It can also be assumed that as the extremes of this range are approached, it will become more and more difficult to change that Character's Loyalty one way or the other. Typically, these mechanical effects take the effect of bonuses or maluses to certain rolls, as reflected in the table below:


All Values are Rounded Down to the Nearest Whole Number
-100 or below: 50% of the relevant Stat is subtracted from the result.
-99 - -75: 35% of the relevant Stat is subtracted from the result.
-74 - -50: 25% of the relevant Stat is subtracted from the result.
-49 - -25: 20% of the relevant Stat is subtracted from the result.
-1 - -24: 10% of the relevant Stat is subtracted from the result.

0: No effect.

1 -24: 10% of the relevant Stat is added to the result.
25 -49: 20% of the relevant Stat is added to the result.
50 -74: 25% of the relevant Stat is added to the result.
74-99: 35% of the relevant Stat is added to the result.
100 or more: 50% of the relevant Stat is added to the result.


Typically, a new hire will start at 0 Loyalty, and can have this number changed by narratively significant events. Perhaps throwing a subordinate a surprise party on their birthday will raise their Loyalty by 5. Perhaps a betrayal will drop their Loyalty by 20. Perhaps a successful Team Skull Vacation Week will boost everyone's Loyalty by a little bit for six months! Typically, you can expect that the better you treat people, the better they'll treat you.

Guzma's Loyalty stat is unique among your PCs. His measures his Loyalty to Lusamine and the Aether Foundation, not to Team Skull. This Loyalty to Lusamine has no mechanical effect, but does have a narrative one.
Pokemon
Pokemon in GuzmaQuest are – in terms of mechanics – considered less their own Characters and more a fifth section of their Trainer's profile. Mechanically, a Pokemon is considered a straight stat boost to a Stat. For example, a Politoed might improve their Trainer's Stewardship by 2, an Electivire raise Cast by 5, a Phanphy Brawl by 7, a Ludicolo Diplomacy by 8, etc., etc.

However, Pokemon do have their own Loyalty track, which is tracked separately from their Trainer's. Instead of measuring the Pokemon's Loyalty to Guzma or to Team Skull, a Pokemon's Loyalty tracker measures their Loyalty towards their Trainer. As a Pokemon's Loyalty increases, its Stat boost may become larger, it may provide boosts to more than one Stat, or it might give new Traits to its Trainer entirely. To put it shortly: treat your Pokemon well, and reap the rewards.

...or treat them poorly, and reap the whirlwind. Your choice.


So. That's who you're playing as. Now all you need to know is how to frickin' play, right?


The World, Turns
To repeat: GuzmaQuest is a turn-based game, and each turn takes place over two months of in-game time. Each turn, you – the readership – will have a list of options given to you which you can select from, and the options that have the most votes will determine what happens in that bi-month span of time.

You've been told all that before. What you may not know is exactly what a "turn" is made of.

There are, broadly speaking, four categories of Actions which each Turn is comprised of: Team Actions, Character Actions, Journeys, and Nasty Plots. We'll be taking a look at each of them, in turn.

Pardon the pun.

Team Actions
When you're ready to send in a crack team of Skulls to crack some Team's skulls, a Team Action is exactly what you need. A Team Action is an order which Guzma gives to Team Skull, telling them where to focus their efforts for the two-month period of time comprising a single turn. Each turn, you will be given a list of several Team Actions in six different categories, and must vote on which Team Actions to pursue. At the beginning of the game, you will be able to choose up to one Team Action per category, though this may change as Team Skull grows and/or becomes more efficient at their jobs.

Each category of Team Action matches one of the Professional Stats of a Character – and indeed, assigning a Character to a Team Action (explained further below) will have better results if the corresponding Professional Stat is higher. The categories of Team Actions are as follows:


Martial: Command and preparation on the scale of armies. Tactical acumen, and military strategy. Generals and weapon manufacturers would have high Martial.
Diplomacy: Speaking and negotiating on behalf of nations, businesses, or other large groups of people. Representative power, and mannerly know-how. Leaders and contract negotiators would have high Diplomacy.
Stewardship: Organizing and implementing new innovations. Planning skills, and project management. Princesses and city planners would have high Stewardship.
Intrigue: Committing and guarding against national or corporate espionage. Clandestine chops, and information warfare. Secret agents and freedom fighters would have high Intrigue.
Learning: Discovering and utilizing novel technologies. Scientific understanding, and academic pedigree. Archaeologists and apothecaries would have high Learning.
Occult: Interpreting and applying eldritch knowledge. Mythological memorization, and arcane acclimation. Mages and enchanters would have high Occult.


In addition to its own category, each Team Action is comprised of a narrative description, a potential rewards list, and a Difficulty. Each of these relatively correspond to what one might think it would: the description tells you what you'll be doing, the rewards will let you know what you'll get out of it, and the Difficulty will numerically represent how tough you can expect the task to be. Team Skull's attempt at the Team Action must be equal to or greater than the Actions' Difficulty, otherwise you will fail that action, receive no rewards, and may potentially suffer consequences.

In mechanical terms, Team Skull's attempt at any Team Action will be represented by this basic formula:


1d100+Guzma's relevant stat + Hero Unit's relevant stat + loyalty bonus + XP Bonus = Result​
Character Actions
A Character Action is a Character's way of spending their free time over a two month period. Each PC has their own unique list of potential Character Actions, from which you may choose one each turn. (Guzma is an exception;. He receives four Character Actions each turn to represent the direct control the playerbase has over him, as opposed to the indirect control they have over the other PCs.)

A Character Action is mostly the same as a Team Action, with some notable differences. The primary difference is that, with very rare exceptions, Character Actions do not have a Difficulty. Each Character auto-succeeds at their Character Actions, and rolling for a result is used to determine only the level of reward.

The second main difference is that Character Actions use Personal Stats, not Professional Stats, to categorize themselves. The higher a Character's Personal Stat is, the better you can expect the results to be when attempting a Character Action in a specific category. The types of of Character Actions are as follows:


Brawl: A character's ability to fight others and come out on top. Raw power, and quick thinking. Street fighters and boxers would have high Brawl.
Charm: A character's ability to make friends and influence people. Likability, and sheer personality. Dancers and gang leaders would have high Charm.
Craft: A character's ability to build things up and break things down. Specialized knowledge, and skillful application. Miners and plumbers would have high Craft.
Sneak: A character's ability to get in unnoticed, and get out alive. Blending in, and careful movement. Thieves and covert operatives would have high Sneak.
Solve: A character's ability to understand problems and dechipher solutions. Intuition, and critical thinking. Defense attorneys and puzzlers would have high Solve.
Cast: A character's ability to sling spells and enact the eldritch. Weirdness, and wyrdness. Espers and chosen ones would have high Cast.


The final difference a Character Action has from a Team Action is how, mechanically, they are rolled. A Character roll is very similar to a Team roll, but not exactly the same:


1d100 + Hero Unit's relevant stat + XP Bonus = Result​


There are two exceptions to this general structure, however: Helping Hand and Gang Up. Each PC can potentially take either of these Actions, each turn (except for Guzma, who can only take Gang Up), and neither of them are rolled for, nor give any specific reward. Instead, each Action allows a PC to apply themselves in certain ways.

By using Helping Hand, a PC can be assigned to a Team Action in place of their usual Character Action. Doing so allows their Professional Stat in a Team Action's category to be added to the roll, as above. It also adds their Loyalty Bonus. Using Gang Up is similar; it allows a PC to add their stats to a Nasty Plot (explained below). Only one PC can be assigned to any Team Action by Helping Hand, unless it is specifically stated otherwise.

(Also, don't fear: choosing Helping Hand or Gang Up does not represent Guzma forcing his Team Members to sacrifice their free time for the Team's sake. You can assume that during any turn in which either of these Actions are undertaken, the PC still has their personal time; it just isn't mechanically important.)

Guzma also has his own special exception among his Character Actions: Focus Energy. Choosing this will take up three of Guzma's four Character Actions for a turn, but will allow any chosen Team Action that turn to be rolled twice, taking the higher of the two results. This also allows Guzma's Traits to activate on a Team Action, when appropriate.
Journeys
You wanna be the very best, like no one ever was? Is catching them your real test? Is training them your cause?

Sounds like you need to form a Party, and go on a Journey.

A Journey is a break from the normal turn-based structure of the game, and possibly a break from playing as Guzma, as well. Smaller in scope than a Team Action, but more involved and more connected than a Character Action, Journeys tell the story of a small group of PCs undertaking a specific task, with its own unique circumstances, dangers, and potential opportunities. Perhaps a mission to go spelunking in some ruins? Perhaps a masquerade ball that one of your fellow Team Leaders is throwing? Perhaps an unusual happenstance in a seemingly-abandoned town? Perhaps a trip to the corner store for some hot dogs and slurpees? Any and all of these things are possibilities for Journeys, and so much more besides.

During some – but not all – of Team Skull's turns, the playerbase will have the opportunity to vote on taking one or more Journeys before the next turn. Should a Journey be undertaken, the two-month turns will then be put on pause until the Journey is complete. In the meanwhile, the story of the Journey will be told, with the playerbase voting on which choices the Party should make along the way.

The Party, in turn, is a collection of PCs who go on a particular Journey. Each Party is comprised of at least two and at most five PCs, with one being assigned the position of Party Leader. (Should Guzma go on a Journey, he will always be Party Leader.) The PCs who go on a Journey each sacrifice one Character Action that turn; for everyone besides Guzma, these means zero Character Actions at all.

As one might expect, a Journey is never determined by a singular roll of a dice. Indeed, if the regular turns are best compared to Crusader Kings II, Journeys may be best compared to The Secret of Monkey Island. There are multiple challenges on each Journey, and therefore multiple rolls that must be made. Success or failure on any individual roll will never make or break a Journey; instead, each success will shift the overall narrative in the Party's direction, and each failure will push their goals further away...and, yes, enough failures may push their goals out of reach entirely.

A roll on a Journey looks like this:


1d100 + Party Leader's relevant stat + highest relevant stat among other PCs in the Party + both participants' Loyalty bonuses = result

Typically, on a Journey, the Party will deal with small-scale, immediate concerns, and therefore, Personal Stats will be the more relevant. For example, if your Party gets themselves in a scrap, they'll use Brawl, not Martial, on their rolls. However, sometimes your Party may stumble into a situation in which Professional Stats are more apt; if there's an alien invasion coming from the moon and the only hope is a small squadron of spaceships, your party would use Martial, not Brawl, to direct the dogfight. A good Party Leader will therefore be a good generalist among most, if not all, of the twelve Stats, and the remainder of the party should also have their strengths spread out among those same Stats. Still, if you can't accomplish that, you should at least always try and have your Personal bases covered.
Nasty Plots
A Nasty Plot is a randomly-generated Team Action that you may or may not choose to take each turn. If one is taken, it is taken for free, and if it is not, opportunity cost is the only consequence. However, there is one key, critical thing which separates Nasty Plots from standard Team Actions.

With a Nasty Plot, you never know quite what you're getting yourself into.

With Nasty Plots, the rewards and the description of the Action are visible … but the Difficulty and the Category are not. A Nasty Plot can be any level of Difficulty, and any of the twelve Categories, with only the Description and Rewards visible to provide, perhaps, a hint of what is to come. Only with the results of a turn will a Nasty Plot's Difficulty and Category be revealed, and even then, only if the playerbase votes to engage with it.

This is where Gang Up comes in. Though a Nasty Plot is a Team Action, it is rolled most similarly to a Journey roll, relying on a Party to provide its bonuses. Gang Up allows a PC to use their Character Action for the turn to join in on a Nasty Plot, allowing their Stats to potentially be added to the roll. Any number of PCs can be part of any Nasty Plot; there is no minimum, and there is no maximum number of participants. However, only two of the PCs will have their stats added to the roll in the end:


1d100 + highest relevant stat + second highest relevant stat + both participants' Loyalty bonuses + XP bonus = result​


Guzma has a special Character Action called Scheme, which can be taken multiple times per turn. Each time it is taken, Scheme has different effects on the above result.


Scheme Once: Guzma's relevant stat is added to the result. If this would already be the case, the relevant stat is added a second time.
Scheme Twice: The Nasty Plot is rolled twice. The higher of the two results is taken.
Scheme Thrice: Both of the above effects occur.


Rollin', Rollin', Rollin', Rollin, WHAT
Once the votes have been called on a particular turn, that turn is only considered half over. The other half is waiting on the results. While I get them rolled out and written up, here are some things you'll want to consider for the future:

XP
When you contribute to GuzmaQuest in a significant, positive fashion – think fanfiction or fanart, thought-through theorycrafting, well-reasoned criticism, or just being the funniest person in the room – you will receive XP. The minimum XP you can receive is 100, and the maximum … well, let's just say it's a lot more fun if there isn't one, and leave it at that.

You may spend XP, in increments of 100, in order to alter the results of Team Actions, Character Actions, or Nasty Plots. (Only 1000 XP maximum may spent on any singular roll, unless specifically stated otherwise.) For every 100 XP you spend, you may choose to either:

A) increase the final result of the roll by 1
B) Lower the Difficulty of a Roll by 1
C) Increase the range which causes a die to roll again and add the results together (referred to as the Critical Threshold) by one. E.g., by spending 200 XP, you could make a die re-roll at 98 or above, instead of just 100.

As a side note, sometimes well-written fanfiction that does not contradict the lore, the characters, or potential past or future events may be canonized. A canon fan work will generally receive a higher amount of XP than a noncanon fan work of equal length and quality. You may PM me your fanfiction ahead of posting it in the topic if you would like editing advice in regards to its potential canonicity. I will not offer editing advice in terms of writing quality, grammar, or bad-idea-ness, however.
Ladder of Success
As mentioned before, GuzmaQuest runs on a relatively simple system: if the number you roll on a d100 is higher than or equal to the Difficulty of a task, you succeed. If not, you fail. However, life does not function on a binary pass/fail system, and neither does this Quest. You can refer to the following table to determine exactly how successful you were … or weren't … at any particular roll.

Critical Failure: When your total result is less than half the Difficulty, and/or you roll a 1 on your d100 roll, events have conspired against you – you have done as poorly on this task as possible! You receive no rewards, and suffer some fairly extreme consequences as well.
Failure: If it isn't a Critical or a Bare Failure, then it's a regular failure. You did not succeed at what you set out to do. You receive no rewards, and may or may not suffer some moderate consequences as well.
Bare Failure: If you fail a roll, but fail it by 10 or less, you have suffered a Bare Failure. On a Team Action, a Bare Failure means that you suffer no consequence, receive no reward, and may try the task again starting next turn with the Difficulty reduced by half. On a Journey, a Bare Failure means that you achieve relative parity; you succeed but with a drawback, or fail but with some consolation. For instance, you may succeed at swaying a bunch of superpowered mercenaries to defect … but they demand double what their current boss is paying them to do so.
Success: You succeeded at what you were doing, and claim the rewards for doing so. An Exact Success, where the result is exactly equal to the Difficulty, is mechanically the same as a Success, but will be treated differently in the narration.
Critical Success: The stars aligned, your gut instinct paid off, and you're sailing on the winds of change – things went as well for you as they possibly could've. When your result is equal to or greater than double the Difficulty, you have achieved a Critical Success, doing as well at the task as you possibly could have. You achieve more than the listed rewards, when you Critically Succeed.

Natural 100: When a 100 is rolled, before adding any bonuses or maluses, the d100 is rolled a second time for that same roll, and the results (before bonuses) are added together. This can happen multiple times: rolling a 100, then another 100, then a third 100, then a 73, would get you a result of 373, even before adding your bonuses on.
Narrative Effects
GuzmaQuest is more than merely numbers and optimization. It is also a story of … well, a story, with settings and characters and circumstances and twists and turns, and the weird, delightful, and tragic all alike. Therefore, the Ladder to Success is not the final be-all and end-all of rolling and rewards.

Say, for example, that you undertake an Occult Team Action that involves setting up magical wards around your territory. This action fails, but, you put a witch that specializes in defensive magic on the task. Because of this, the consequences for failing are nowhere near as bad as they might have otherwise been … and you might even get a lesser reward despite your failure!

At the other end of the spectrum, say you're looking to enter a trade agreement with a nation of merfolk, and send your best diplomat to open business talks with them. However, you neglect to consider that part of the reason your best diplomat is your best diplomat is because of his Charmander, a Pokemon which gives him a +4 Diplomacy boost … but which cannot survive getting wet. You roll well enough to succeed, but because the merfolk are busy trying to keep your PC's Charmander dry, they aren't as receptive as they might otherwise be, and you only receive some of the promised rewards.

Narrative Effects are any logical storytelling considerations that are not covered by strict numbers and gameplay terminology. Because they are not mechanical, they will never effect how well or how badly you roll … however, they can serve to blunt a failure, or lessen a reward. Conversely, a failure could be made even worse, or a success even better, if you carefully consider your approach beyond mere numbers.


This Game is Multiplayer
Once a turn is over, the next one does not immediately begin. While Guzma is taking his turn, all the other Bosses are taking theirs at the exact same time. While for the most part what a Boss does will not be public knowledge, sometimes the results of a particular outing will become known to Team Skull. These results are compiled in between turns in the form of the Boss Rush.

The Boss Rush is a writeup of all the major events in the world that one or more Bosses had a hand (or tentacle, or wing, or claw, or … you get the picture) in causing. These often contain valuable intel, so make sure to pay attention to what the other Bosses are doing!

It should be noted that other Bosses take their turns a little differently than Guzma does. Instead of the Bosses' own Stats and Traits applying, their organizations as a whole have Stats and Traits which are used to calculate their successes. Or their failures, as the case may be. To peek behind the curtains a bit, this allows me to keep things streamlined, keeping track of a handful of Teams instead of dozens and dozens of Characters at a time.

On the Road
And that should be it. That's all you need to know in order to play GuzmaQuest, and show these other Bosses who the real big baddie is. There are other things to know – how to catch Pokemon, the rules of taking items between Worlds, that sort of thing – but they'll be covered as they come up in-text. For now, you're free to go ahead and go ahead, as it were.

But that being said, there are a few unwritten rules I'd like to write down.

Despite the trappings, GuzmaQuest isn't a video game. It's a roleplaying experience, of sorts; it is a social interaction and a game which many dozens of people may participate in. As with any other game of that sort, there are rules outside the rulebook to consider.

I'd like to take a stab at formalizing this Quest's metanarrative.

  1. The rolls in this Quest will be fair, to the best of my ability. This means that, no matter how unlikely the rolls may appear, I will never fudge the results of any die roll. Not for you, and not for your rivals either.
  2. You may trust the words you see come from my mouth. The characters in my stories may lie to you, or mislead you. The narration may generally be trusted, though it is not impossible that Guzma may, say, stumble into some hallucinatory gas, and need to be careful of his perceptions for a while. However, when speaking as a person instead of an author, it is true that I will almost never give you all the information, but I will never, ever lie to you.
  3. "Trap" options, for the uninitiated, are options which, when successfully undertaken, make things worse for your character as their primary result. Do not be mistaken: I ask that you consider the potential consequences of your actions. Reaching out to the sworn enemies of your allies is naturally going to make your allies angry ... but what it won't do is reveal itself to secretly have been an ambush, all along. I do not create Trap Options.
  4. I am not immune to criticism, nor popular opinion, nor unpopular opinion. Anyone who has a problem with my writing or the way I conduct myself should feel open to expressing themselves as publicly or privately as they want. If you are impolite, or mean outright, I may ignore you or have you removed from the thread ... but I will never be upset at you for being angry at or disappointed with what I've written.
  5. This seems obvious, but read the Sufficient Velocity rules, and obey them. I don't necessarily agree with the mods 100% myself, mind you, but this is not going to be a prohibition-era speakeasy where people can be as lawless as they like, capice?
  6. As mentioned, your Rivals will take turns in this Quest, just as you do. They will take them as simultaneously as I can make them in the medium: I will choose your Rivals' actions before you choose yours, and will not change them in response to Team Skull choosing theirs, then roll all the results together. You will simply have to trust me that I am not cheating on this.
  7. I am writing GuzmaQuest in order to improve myself as a writer, both in terms of quality as well as terms of consistency. However, I have a job, and i have responsibilities, and, heck, I have other things I wanna do! Do not expect a consistent update schedule from me.
  8. In the event of a tie vote, I will serve as the tiebreaker. Sometimes, this will be in your favor! Other times, it won't be. However, whether or not a vote is in you guys' favor will never be the reason I vote one way or the other. I will generally vote as to what would be more interesting for me to write.
  9. I reserve the right to add to or take away from any of these rules, meta or otherwise, at any time.
  10. There are rules as to which franchises may be included in this shebang, and exceptions to those rules equally abound. I've tried to summarize the possibilities here:
  • If a franchise is a first-party Nintendo franchise, it can be assumed to exist in-setting. However, I have not played the entire works of Nintendo's massive juggernaut of a library. Even if I had, there are a lot, so either way not all of them are going to have a narrative focus.
  • Third-party representation shall be determined on the following criteria: has a character from that franchise appeared in a Nintendo-exclusive game? If so, the franchise they come from may be considered to be a part of this Setting.
    • Example: Hades, from Supergiant games, would not be considered a part of the setting. Though Hades has appeared as a game on a Nintendo console, that game also appeared on PC. The same is true, for example, of Mass Effect, and Deus Ex: Human Revolution.
    • However, on the other hand, Bomberman and Sonic are both franchises that may appear in this Setting. Though both are multiplatform characters, each have been in games that have only come out on Nintendo consoles.
    • Remakes and remasters do not count as exclusive games, even if the remake or remaster didn't come out for anything except a Nintendo system. Sorry, Metal Gear Solid: Twin Snakes.
    • If a game came out which was originally intended to be exclusive to a Nintendo platform, but eventually made its way to non-Nintendo gamers, it will still be considered a part of this setting. Viewtiful Joe, Bayonetta, and Phoenix Wright are all part of this Setting under these rules.
  • Games which are multiple standalones with competing universes and chronologies will not be considered a part of this setting, even if they would be considered eligible by other rules. We're already dealing with multiple worlds, timelines, dimensions, magic systems, and graphical qualities - we don't need all fifteen Final Fantasies and every Fire Emblem waifu thrown in the mix, too.
  • If a franchise makes an appearance in Smash Bros., it should be considered part of the setting, overriding allother rules. So perhaps Metal Gear Solid: Twin Snakes has a reason to celebrate, after all. And, yes. Sans Undertale.
    • In the case of games which are oversaturated with timelines and standalones, only the ones which have made an appearance in Smash Bros. might be considered a part of the setting. Fire Emblem: Binding Blade, Shadow Dragon, Three Houses, Awakening, Fates, Radiant Dawn - those are all fine. The other dozen or so? Not so much.
 
Last edited:
Choose Your Character


Martial: 26 (You're Guzma! Leader of Team Skull! Destruction in Human Form! And not to mention: the best Pokemon Trainer in Alola, to boot! You don't even need an army to be an army!)
Diplomacy: 9 (Look, you've spent enough time getting shoved to the dirt. You ain't gonna kneel to nobody else, if you can help it. 'Sides: you're too rowdy to play by the rules.)
Stewardship: 18+7 (Alright, fine, sure, whatever. Yeah, maybe Team Skull looks like a bunch of boneheads from the outside. Jus' makes it all the more impressive you can keep their noses to the grindstone, are you right or are you right?)
Intrigue: 14 (It's a shame to hide a bunch of faces as pretty as your homebois and homegurls, but … let's say maybe you had the Team Skull uniform outfitted wit' masks for a reason, ay?)
Learning: 8 (You ain't never 'xactly had your skull on straight, but as it turns out, a good fortuneteller is a real good chiropractor. Maybe your noodle needs a little extra time to cook, but as your inner Strength has reminded you: ya boi ain't dumb.)
Occult: 13 (You know, you actually were pretty fond'a fairy tales, growin' up? Feh, whatever; not like any of that'd transfer into reality, right?)

Brawl: 25 + 6 (When you weren't fightin' on the streets, you were fightin' at home, and your best bro was there every step of the way down. When all else fails, you've got your fists, and he's got his claws.)
Charm: 39 (Man, honestly, you ain't got half a clue why these weirdos follow ya around. Oh, wait, yeah you do: it's cuz you're the reigning king of carnage, three time champion of kicking hindquarters, and undisputed best Trainer on the Islands, GUZMAAAA!)
Craft: 16 (Ehhh. You've fixed some bikes, you guess. Make a mean cookie, if you do say so yourself. And you know the basics of, uh, survival of the fittest, an' all that. Actually, come thinkin' 'bout it, you ain't half bad at some of this stuff...)
Sneak: 20 + 4 (...)
Solve: 12 (Ya boi. Ain't. Dumb. Jus' cuz' people can't always get where you're comin' from doesn't mean you ain't gettin' there. Have some faith in Destruction!)
Cast: 0 (...dude, if you could do freakin' magic, you think this World'd be in the sorry shape it's in?!)


Bug Out: Guzma receives a +20 bonus to rolls made to catch Bug-type Pokemon. On all other rolls having to do with Bug types, he gains a bonus of +5.
The Skeleton Protects the Soft Stuff: Team Skull ain't just friends. Not even just family. They're Guzma's heart, and he'll give everything he has to keep them from breaking. Guzma gains a +10 bonus to Brawl checks made to protect any member(s) of Team Skull.
House of Memories: Guzma never had what you might call the "happiest" childhood. Those scars remain on his soul, to this day. Guzma receives a -10 malus to all Diplomacy and Charm checks against those who would portray themselves as authorities over him (save for Lusamine).
Maybe I'm Goin' Soft: The Prez entrusted Alola to you while she focuses on the important stuff. You and the place might not get along, but you're gonna do the best for its people you can, for her. While Guzma leads Team Skull, all Team Actions which involve improving the lives of Alola's citizens gain a +4 bonus.
Thugs, Monsters, and other Friendly Faces: "Bein' an outcast is already a pretty lonely thing. No reason we can't all be outcasts together, right?" The first Loyalty increase any Character receives while working for Guzma is doubled.
World Shaker: This Character has grand dreams, and a sheer, stubborn refusal to back down on any of them – not even an inch. On rolls that have already been failed at least once before, this Character receives a +10 bonus.
Emergency Exit: The first time Golisopod and/or its Trainer would be taken out in a particular battle, they may make a Sneak check with a +50 bonus. Should they succeed, they will avoid taking damage and be transported out of immediate danger. Additionally, Golisopod's Trainer receives a +5 bonus to all Sneak rolls made to escape combat.
???: There is more to Guzma than meets the eye. Other Traits of his may be revealed in time.

Golisopod: Provides a +7 bonus to Stewardship, a + 6 bonus to Brawl, and a +4 bonus to Sneak. Gives the ability "Emergency Exit."
Loyalty: 140

Preferences: Breaking the fourth wall a bit here, Guzma's the main Player Character, here. His preferences, for the most part, will be the same as the readership's. That being said, he will not take action against Lusamine, or any member of Team Skull.

Loyalty (to Lusamine): 70
Believes in Me: Lusamine is the only adult who has ever seen Guzma's strength. More than appreciates – he needs that. +40
Ultra Powerful: Guzma is ambitious, and desires power. The Aether Foundation gives him power, and a way to fulfill his ambitions. It's a perfect system! +20
Up to Me: Lusamine gave him responsibilities. Guzma feels obligated to live up to that. +10



Martial: 20 (You're more than just Team Skull's prettiest face – you're a potent Pokemon Trainer in your own right. Poison in your veins, and all that.)
Diplomacy: 16 + 5 (You've heard the phrase "like herding Glameow" before? Yeah, that's got nothing on marshaling minions. They get into an awful lot of trouble, for a bunch of lazy bones.)
Stewardship: 12 (You aren't bad at that sort of thing, but you're second in command for a reason.)
Intrigue: 19 (You stand out in a crowd, sure. But sometimes you don't. It's more of a choice than most people think.)
Learning: 13 (You're not smart, per se … you just think dumb things are cute. And you're surrounded by some very cute people.)
Occult: 2 (You were off-and-on girlfriends with a wannabe Hex Maniac when you were fourteen. That's about the extent of your knowledge of the supernatural. Poison's made for killing Fairies, not making them friends.)

Brawl: 14 (You've been in a street fight or two, and you know how to handle yourself.)
Charm: 5 + 4 (You know yourself well enough to know that … approachable as you look, you're pretty venomous. It's … a little hard for you to let people in.)
Craft: 4 (Not your area of expertise. You've always considered yourself more of a be-er, than a do-er.)
Sneak: 18 (You know your way around a dark alley, and can set up shop in the shadows like it's a second home. You aren't half bad at hiding in your first home, either.)
Solve: 16 (Dumb things are cute, at the risk of repeating yourself. That means you've spent a lot of time around dumb things. That, in turn, means you've learned exactly what not to do in most situations.)
Cast: 0 (Again. Venomous. Not sparkly.)


Toxic Lover: Plumeria receives a +20 bonus to rolls made to catch Poison-type Pokemon. On all other rolls having to do with Poison types, she gains a bonus of +5.
Onee-Chan: "I help keep Team Skull together. I'm like a big sister to all these numbskulls." When acting as Party Leader, Plumeria provides a +5 bonus to all rolls.
Right Hand, Spine, and a Bit of the Heart: While Plumeria has at least 25 Loyalty, all other members of Team Skull receive a +5 Loyalty bonus (which Thugs, Monsters, and Other Friendly Faces ignores). This Trait may not apply to some units as Team Skull's size increases.


Salazzle: Provides a +5 bonus to Diplomacy and a +4 bonus to Charm.
Loyalty: 70

Preferences: Mostly content to surf on Guzma's waves. Gravitates towards responsibility, provided she is good at it and it has a purpose.

Loyalty: 80
"Ohana" means Family: Team Skull is a place for the outcast, the downtrodden, the forgotten. Plumeria feels more at home here than she's ever felt at home. (+30 x 2 [TMFF]) = +60
My People. Mine: Plumeria feels personally responsible for the well-being of Team Skull's members. +15
You Guys are Actually Pretty Cool: Come down to it? Being a Skull is just plain fun. +5


Martial: 11 (No one knows working together like a bone and their neighbor. Team Skull's enemies are bound to get boned!)
Diplomacy: 7 (Too many cooks spoil the broth. Too many mouths ain't too good at eating, for that matter. Still, at least usually you're all on the same page of the menu.)
Stewardship: 9 (You're great at following orders! … that's about it, but you're the best at following orders!)
Intrigue: 13 (People see you coming, sure. But the whole point of Team Skull is that ain't nobody gonna see where you're going. Also, Monica's pretty good at hacking, so, bonus!)
Learning: 3 (Oh, boy.)
Occult: 5 ("My dad thinks he saw Pikablu once. Does that count as magic, Boss?" … sure.)

Brawl: 14 (Team Skull are no trained fighters, but they've got the power of friendship on their side! "Friendship," or, as some might call it, "ganging up on people".)
Charm: 20 (Swear to Arceus, you bois and gurls are weirdly likable. You really oughta be gettin' into more trouble than you already do, to be honest.)
Craft: 25 (By simple matter of statistics if nothing else, having this many people in a group together does actually get you a good number of specialized skillsets. Haggar's good at macrame!)
Sneak: 0 (If you aren't declaring to the world that you're here, you're proud, and you're LOUD, are you even living? No. Obviously.)
Solve: 3 (Ohhhhh boy.)
Cast: 1 (Friends and family are, you've been assured, a kind of magic all their own. By that metric, Team Skull's probably the most magical people in all of Alola!...right?)


No Brains, but Lots of Hands: Team Skull Grunts are a collection of people, rather than a singular person. Though they count as a single Character in all other regards, they have no cap on the number of Pokemon they can have on them at one time.
Whatta Buncha Boneheads: Team Skull is made up of the outcasts and rejects of society, and that's important, and valuable, and necessary, and a real pain in the butt sometimes. When working on a Team Action, Team Skull Grunts will Critically Fail on a result equal to or less than two-thirds of the Difficulty, rather than one-half.
Work to the Bone: If there's one thing you can give your crew, they're loyal. If there's two things you can give your crew, they're eager. When Team Skull Grunts are assigned to a Team Action, that Team Action does not count towards your total for that category. For example, if you were to assign Team Skull Grunts to a Martial Action, you may choose an additional Martial Action to complete that turn.

Preferences: Honestly? You're pretty sure these morons'd break every bone in their body if you asked 'em to. Follow you into the Distortion World itself. You can't think of much they wouldn't be willing to do for you.

Loyalty: 100
"Ohana" means Family: Team Skull is a place for the outcast, the downtrodden, the forgotten. Here is where the Grunts truly belong. (+30 x 2 [TMFF]) = +60
We Live out of Society: You call bones brittle? Well, that's just WACK! We're flingin' femurs like we're Marowak! WORD! +15
All for the Boss: GUZMA! GUZMA! GUZMA! GUZMA! +15
You Guys are Actually Pretty Cool: Come down to it? Being a Skull is just plain fun. +5
Right Hand, Spine, and a Bit of the Heart: Plumeria's got a handle on things. +5.


In-uniform. Out-of-uniform pics to be added sometime later.

Martial: 26 (The Koopa Troop has marched every kind of hostile territory, invaded nearly every one of its neighboring kingdoms, defended against world-devouring threats, and invaded the heavens themselves. King Bowser's lessons will not be forgotten.)
Diplomacy: 3 (You three barely get along with each other, and you expect to get along with other people?!)
Stewardship: 16 (You don't make it above the rank of private without some idea of how organization and leadership work. Also, Whiff has experience keeping his brothers on task, which is frankly way more impressive.)
Intrigue: 8 (The bros have received no formal training in the clandestine arts beyond keeping knowledge of their orders from enemy hands… but they are at least competent at that.)
Learning: 6 (Biff considers himself something of a scientist. His brothers consider him something of a terror, and a fanatic. Reality usually sides with the majority.)
Occult: 12 (Maybe they're more masters of mashers than magic koopas, but the Hammer Bros are at least familiar with the unfamiliar. You have to be, growing up in Mushroom World.)

Brawl: 23 (Over the course of your military careers, you three have gone toe to toe with demons, monsters, and Mario himself. You've, uh, lost most of those fights, but the important thing is -)
Charm: 2 (Truth be told, most of the reason you stick so closely to each other is because you can't figure out how to get along with anybody else. But you've never needed anybody else before, and you ain't gonna start now!)
Craft: 16 (Trap-setting. Survival skills. Hammer polishing. Yeah, you guys have loads of hobbies!)
Sneak: 10 (Two out of three Hammer Bros. agree: Pow is terrible at sneaking around. Yes, even with the natural camouflage coloration. Luckily, his bros are there to pick up most of his slack.)
Solve: 1 (Ask these three koopas one question, and you'll get five different answers. All of them will be wrong.)
Cast: 0 (Magic? Mysticism? MALARKEY! Listen, pal, if you wanna be a super soldier, spellslinging is nothing more than a CRUTCH! You want true strength, than all you need is a hammer, a good throwing arm, and several more hammers to replace the first one!)


Brotherly Love … or Something Like That: Whack, Biff, and Pow have spent a good chunk of their lives together, and cannot bear to be apart. They've even taken a blood oath to never stray too far from each other. Naturally, they've become quite accustomed to working well with each other. Just as naturally, they are terrible at it. When assigned to a Team Action, the Hammer Bros. provide a +3 bonus, a +6 bonus, a +9 bonus, or a -6 malus, at random.
Build it Bigger, Build it Better, Build it Bros.: Building things up, or breaking them down – everything's possible through the swing of the hammer. On Stewardship or Craft actions involving construction (e.g. building new buildings, repairing old ones, upgrading facilities, etc.) the Hammer Bros provide a +20 bonus.

Preferences: When all you have is a hammer... the Hammer Bros. prefer straightforward tasks, without much thinking required. Ideally, these tasks should involve the swinging of mallets, tenderizers, stop signs, or other hammer-esque devices.

Loyalty: 5
Right Hand, Spine, and a Bit of the Heart: Plumeria's got a handle on things. +5


Picture credit goes to @Coshiua

Martial: 11 (People don't understand what being a Pokemon Trainer really means! A true Trainer makes their commands with aplomb! With pride! With unrelenting evil intent!)
Diplomacy: 15 (Crafting an evil plan 101: always have a backup plan! For example, you three's backup plan is usually begging for mercy.)
Stewardship: 3 (Butch and Cassidy strike fear into the hearts of their enemies!… and the wallets of Team Rocket! Well, maybe if you stopped sending them such outlandish schemes, they wouldn't have to spend so much -)
Intrigue: 15 (Career criminals. Not much more to say than that. Nothing to see here. Ignore the sudden lightness at your belt where Pokeballs used to be. Move along~)
Learning: 6 (The cat's the smart one.)
Occult: 7 (You've been on some strange, strange missions, and seen some strange, strange things, and met some strange, strange, strange people. But joke's on them: Butch and Cassidy are the strangest of all!)

Brawl: 10 (You'll admit that even before the disappearance, you win-loss record in direct confrontations was… not exactly sparkling. Whatever World your Palico came from, however, seems to have taught him a few tricks...)
Charm: 5 (Things are usually going well enough, at first. Then someone gets Butch's name wrong.)
Craft: 9 + 4 (Team Rocket is nothing, if not creative problem solvers! Reports that your motto, machinations, and general malice are lifted wholesale from other, less competent agents are greatly exaggerated!)
Sneak: 20 (You present yourselves as overblown, egotistical idiots with more pride than common sense, but that's the beauty of deception. Fall not into the same trap that so many of Butch and Cassidy's other enemies have fallen into: they really are that dumb.)
Solve: 4 (Have you ever heard two young adults and a cat argue about whether spaghetti counts as a vegetable? Have you ever heard the cat win?)
Cast: 0 (You're pretty sure that Palico's got some tricks tucked behind his tail. Unfortunately, Palico can't talk.)


Where do they Get All those Wonderful Toys?: Giant robots. Fortune-telling booklets. Spotlights and rose petals. The tools of a thief's trade are multitudinous, to say the least. At the beginning of each turn, Butch and Cassidy receive a +5 bonus to a random Stat until the end of the turn.
Gotta Swipe 'em All!: Team Rocket's mission statement: to Travel the Globe, in search of only the rarest and most valuable Pokemon! And capture them! By whatever means necessary. When undertaking Team Actions to capture Pokemon, Butch and Cassidy roll one level of rarity higher on the results table than they would otherwise.
Evil Never Prospers, According to LOSERS: If the world be a lock, then aplomb be the keyword. One need only fear half-measures. When Butch and Cassidy are part of a Party, all rolls on that Journey have their Critical Threshold increased from 100 to 91-100. However, the Critical Failure range of all rolls is also increased from 1 to 1-5.
Just Following Orders: Butch and Cassidy are loyal to a fault – the only thing that would stop them from sabotaging Rocket's enemies is an order from Rocket themselves. Lucky for you, that's just what they've gotten. As long as the absolute value of Butch and Cassidy's Loyalty is not greater than their Loyalty to Team Rocket, rolls they make receive no Loyalty malus.


Palico: Provides a +4 bonus to Craft.
Loyalty: 25

Preferences: Butch and Cassidy are dedicated, above all things, to the advancement of evil in the world. There are assuredly lines they will not cross, but if they aren't crossing any lines they will grow bored quickly. Additionally, they will not knowingly take action against Team Rocket.

Loyalty: -15
You're not the Boss of Us!: These "former" Team Rocket agents were sorta strongarmed into this whole "Team Skull" business. -40
Home? Free?: When the Kanto and Johto regions suddenly turned hostile, Team Skull welcomed Butch and Cassidy with open arms. They're still not certain about signing on for realsies, but Butch and Cassidy won't forget that feeling. (+10 x 2 [TMFF]) = +20
Right Hand, Spine, and a Bit of the Heart: Plumeria's got a handle on things. +5


Current PCs: 5/10
 
Last edited:
F.A.Q., Inventory, and XP Tracker
F.A.Q.
Q. There's a lot of Pokemon stuff out there, and Butch and Cassidy are PCs. So is the anime canon? Is the manga? What about the stage show?
A. The games are the only things which are definitively canon to this Quest. Elements, plotlines, or characters may be lifted from other media, included but not limited to the anime, the manga, and the rice krispie treats, but that will be on a case-by-case basis. You should not assume that Pokemon the Movie: Power of the Unown is canon until Papa Entei shows up to give Guzma the father figure he never had.


Inventory
Team Aqua Sub: Required to embark on certain Journeys. Cannot be freely piloted; can only head to certain preprogrammed destinations. Once the piloting system is understood, provides new actions and a +20 Bonus to seafaring Martial rolls. CURRENTLY IN EMERGENCY LOCKDOWN; CANNOT BE USED UNTIL FUEL TANK IS FULL.
Current Fuel: 3/6
Costs 1 Income for 1 unit of Fuel.
Skullamania: The world's most popular site for... we'll figure that last part out, eventually. Provides a +5 bonus to certain rolls.


XP Tracker
Akira D. : 350
Alastair1: 400
AlwaysWatching: 2400
Arathnorn: 1300
Ashen Cross
: 2250
BarnabusBarnabus: 1600
bLuewErewOlf25: 100
Coshiua: 3200
Cupswithsomedude: 700
EternalStruggle: 800
GravityForce9.8: 6300
Grue: 200
Happery: 200
InquisitiveSquid: 400
kfrar: 600
InfinityDivided: 1400
LiamOfOrmonde: 1400
Maximum Power: 1800
mcclay: 250
nicholasm10: 1300
Nintendoni: 800
NMS: 400
Random Tale: 900
RookDeSuit: 100
Rovos: 600
Shade31415: 1600
TempestK: 900
That-Random-Guy: 12,200
The Grey Mage: 300
TheRichmaster: 900
Traveler66: 800
The Froggy Ninja: 500
Vilegrave: 1000
weredrago2: 1800
Woweed: 800


...okay, you can post now.
 
Last edited:
[X] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street. The ears are the giveaway, though, pointed like they are. Seems way too young to be wearin' a wedding ring, but what do you know, she's from a different World; maybe she's secretly a thousand years old or somethin'.

[X] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.
 
"Boss" is the title for those Nintendo villains that won the day and rose to newfound prominence. Ganondorf is a Boss: he rules over Hyrule. Ridley is a Boss: he owns a whole spectrum of space, raiding and destroying planets to his wicked heart's content. Bowser is a Boss: he's got his own story going on, and it's a little convoluted, but the point is, a Boss is a Nintendo villain in charge of their own political power. Some do their ruling overtly, others covertly, and some others do their own thing, refusing to call what they do "ruling" at all. But they are all, all the bad guys, Bosses, with subordinates and rules and responsibilities and everything else that being a Boss entails.

(There is one exception to this overarching premise: a singular setting where the bad guys did, in fact, still lose. You'll discover which one it was … eventually.)
Hoenn is gone, first of all. Flooded, deeper than anything that could ever be called natural. The only land to be seen, constantly-erupting volcanoes, eternally spewing magma as though to drown the sea, and smoke as though to choke the sky. And the sky is full of storms, and storms, and storms.

But the rest of the world faces its own disasters. Take the Galar region! Bereft of civilization, Galar has been overtaken by gigantic, feral Pokemon, feasting on ever-blooming Dynamax Energy, eternally fighting over territory and status. The small and feeble humanity which clings to what is left must run and hide and scrounge in order to survive.

And there are smaller, less everpresent disasters that nonetheless pop up with a frequency unknown even five years ago. Sandstorms and monsoons, earthquakes and fires, even meteorites – the planet is plagued with plagues, with seemingly no end in sight.
The bad guys rule the world now, sure. But they rule the world. That means there's a world to be ruled, and that means that the world's still turning. This new reality, same as the old reality, is overseen by the Bosses.
I assume between these three, that Galactic has not achieved their goals, either via failure or just not yet? Otherwise I'm not seeing how there could be a world. At a guess, I'd assume the events of Hoenn going tits up would leave sinnoh in the splash zone, considering the size of Japan.
0: Incapable.
1-6: Novice.
7-14: Competent.
15-22: Skilled.
23-32: Talented.
33-42: Gifted.
43-52: Prodigious.
53-62: Expert.
63-72: Genius.
73-99: Legend.
100+: The Very Best, like No One Ever Was.
This is very encouraging. In a lot of quests that use the d100 system, people still give out d20 scale bonuses, which leads to stuff like "Your master swordsman Shadowblade has a 25% chance of losing a swordfight to this random kid, because they have a martial of 3 and he's only hitting 30 with a +3 bonus from equipment" or similar; a willingness to scale up bonuses to the top shows some encouraging foresight.
Lonely Rolling Star: The Prince has family members like the sky has stars: the vast multitude does not change that they are all so far away. If this Character would be sent on a Journey, he is the only Character who can be in the Party. (The Prince ignores the usual two-person minimum for Parties.)
If we had a hero unit with this trait, would this mean they couldn't have Pokemon?
Guzma also has his own special exception among his Character Actions: Focus Energy. Choosing this will take up three of Guzma's four Character Actions for a turn, but will allow any chosen Team Action that turn to be rolled twice, taking the higher of the two results. This also allows Guzma's Bug Out Trait to activate on a National Action, when appropriate.
I imagine it allows him to make a bit of an emergency exit.
"Trap" options, for the uninitiated, are options which, when successfully undertaken, make things worse for your character as their primary result. Do not be mistaken: I ask that you consider the potential consequences of your actions. Reaching out to the sworn enemies of your allies is naturally going to make your allies angry ... but what it won't do is reveal itself to secretly have been an ambush, all along. I do not create Trap Options.
Does this not apply to write ins, or are you limiting write ins to prevent this?



Overall, this premise seems interesting (always been a fan of Pokemon and Guzma is great), plus I'm a fan of your omakes, so let's see where this goes.

[X] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street. The ears are the giveaway, though, pointed like they are. Seems way too young to be wearin' a wedding ring, but what do you know, she's from a different World; maybe she's secretly a thousand years old or somethin'.

[X] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.
 
[] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street.
[] Left arm gone. Left eye gone. Fins still there, though; that's probably the most important thing for a mermaid.
[] Holy Tauros, this chick is tiny.
So any ideas on who these characters are?
So you open your mouth, and you say the first thing that comes to mind:
How important is this for us anyway?
 
hmmm

[X] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.

I don't really have anything to say about the mechanics or setting that hasn't already been said besides "good work"!, and "watched".
 
[X] Left arm gone. Left eye gone. Fins still there, though; that's probably the most important thing for a mermaid. Even a … what would you call a gal like this? Robo-maid? Nah, that's somethin' different. Mer-robo-maid. Yeah, if you were tryin' to boost a blender, maybe. Eh, cut out the Delibird: mermaid, robot, blue. Those exposed wires bein' near the saltwater is kinda freakin' you out, here.

Sounds like Splash Woman, from Megaman. I have no hesitance voting for her, she's always been cute and her backstory could be interesting here. Also, on an island chain a water hero could be pretty useful if we can win her loyalty (and get her repaired).

[X] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.
 
Not sure what I'm going to vote for yet, but I hope we can get A and B as their own Characters. Also Gladion, but I assume that'll require a lot of dealing with Lusamine before he's recruitable. (Assuming he's still alive.)


[] Normal proportions, pale skin, green hair –
A manakete maybe? I don't think Saria ever gets a wedding ring.
 
Last edited:
[X] Holy Tauros, this chick is tiny. Not "tiny" like a little kid, or somethin', either, more like "tiny" as in "could use the sand dollar she's lying next to as a mattress" kinda tiny. Who exactly is the numbskull that was sayin' you should be pokin' her with sticks?! Criminy. Anywho, overlookin' the size difference, she seems normal enough. That and the spacesuit. Eh, whatev.

I am intrigued by this tiny person.

[X] You're lying in the presence of the powerhouses of partying, champions of carousing, located at celebration central at the edge of the World! Let's see how that frown on your face stands up against the wildest times Alola's got to offer!

Guzma's got mad charisma. Let's see it in action.
 
I assume between these three, that Galactic has not achieved their goals, either via failure or just not yet?

So what happened to Sinnoh with the Space & time trio and team plasma?

You don't know. :)

As for your other questions, Q:
If we had a hero unit with this trait, would this mean they couldn't have Pokemon?

I hadn't considered that! My gut instinct is to say "No, Pokemon would be an exception", but I don't plan on making that decision absolute until and unless you actually get a PC with that Trait.

Does this not apply to write ins, or are you limiting write ins to prevent this?

The rule says that I don't create trap options. The rule says nothing about you guys not creating trap options for yourselves. ;)

How important is this for us anyway?

Probably not staggeringly important, to be honest? But it's not of no importance, either. I wouldn't have given the choice if it wasn't.

Sounds like Splash Woman, from Megaman.

100 XP for a correct guess! Good start, good start! Let's see if we can get any of those others right~
 
Is the tiny woman Brittany from Pikmin 3?

Another correct guess! 100 more XP for you. One to go!

I'll be leaving voting open for 24 hours from the F.A.Q. post, by the way. Even if I'm not around to say it's locked, that'll be the official cutoff point. Make sure to get your votes in by then.
 
[X] Left arm gone. Left eye gone. Fins still there, though; that's probably the most important thing for a mermaid. Even a … what would you call a gal like this? Robo-maid? Nah, that's somethin' different. Mer-robo-maid. Yeah, if you were tryin' to boost a blender, maybe. Eh, cut out the Delibird: mermaid, robot, blue. Those exposed wires bein' near the saltwater is kinda freakin' you out, here

[X] You're lying in the presence of the powerhouses of partying, champions of carousing, located at celebration central at the edge of the World! Let's see how that frown on your face stands up against the wildest times Alola's got to offer!
 
Well with the green hair and pointed ears we know it could be a Manakete, just have to figure out which one though. But I'm betting it's Tiki.
Well, it's probably not Sothis, since I doubt she'd have a ring in a losing timeline (unless Three Houses is the one that didn't lose).

Maybe Nowi? She has greenish hair.
 
If the green haired damsel is Saria, I'm going to be a lot less sad if that vote wins. I've actually played her game, unlike basically all of the Fire Emblem games.
 
[X] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street. The ears are the giveaway, though, pointed like they are. Seems way too young to be wearin' a wedding ring, but what do you know, she's from a different World; maybe she's secretly a thousand years old or somethin'.
[X] You're lying in the presence of the powerhouses of partying, champions of carousing, located at celebration central at the edge of the World! Let's see how that frown on your face stands up against the wildest times Alola's got to offer!
 
[X] Holy Tauros, this chick is tiny. Not "tiny" like a little kid, or somethin', either, more like "tiny" as in "could use the sand dollar she's lying next to as a mattress" kinda tiny. Who exactly is the numbskull that was sayin' you should be pokin' her with sticks?! Criminy. Anywho, overlookin' the size difference, she seems normal enough. That and the spacesuit. Eh, whatev.
[X] You look … eh, bein' honest, ya look like you got stampeded by a school of Wishiwashi. After you drowned. But, ah, before the cruise ship hit ya. Hey, I'm just sayin': I might be more about breakin' things down than fixin' 'em up, but ya boi knows what "hurt" looks like when he sees it. Eh, don't worry, we'll get you patched up. I know a guy.
 
[X] Normal proportions, pale skin, green hair – looks just like any other teen you'd see walkin' down the street. The ears are the giveaway, though, pointed like they are. Seems way too young to be wearin' a wedding ring, but what do you know, she's from a different World; maybe she's secretly a thousand years old or somethin'.
[X] You're lying in the presence of the powerhouses of partying, champions of carousing, located at celebration central at the edge of the World! Let's see how that frown on your face stands up against the wildest times Alola's got to offer!
 
Voting is open
Back
Top