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Variant Fluff - Pokémon Tabletop United 1.05
Variant Fluff - Pokémon Tabletop United 1.05
glowing psychic patterns on their bodies tend to swim through the skies, bringing their
leave those around enthralled and easy prey. namesake along with them. Strange happenings
Dealing with them quickly is your best bet. often follow along.
Origins: From a lightless world, they lured in Origins: From a frozen world, they are peaceful
Pokémon with their glow, before hunting the beings, bringing beauty across the land, acting
unwitting prey. mainly as prey creatures.
Dire Electrike: Giant-bodied hunters in the dark, Cybercell Combee: A synthetic Pokémon, they
they prowl alone, trusting in their own strength act as monitoring drones, as well as guards for
and ferocity to chase down prey and wrestle its important installations. What a hive has as their
tired body to the ground. overarching goal often overrides immediate
needs, though, so they can be unreliable in
Origins: From a lightless world, it keeps to the
reacting to things severely outside of their
shadows, hunting any of those that left the
expectations.
safety of the luminescent fungal groves.
Origins: Delivery drones for a long-dead
civilization, they continued to go about the tasks
Dread Igglybuff: Malicious tricksters, they use that they were assigned in the ruins of their
the veneer of cuteness to get in close to people cities.
before snatching things that they desire. They
live to cause fear and worry.
Tundra Kricketot: A warm, furry bug, it has no
Origins: From a lightless world, they skulked
issues living in the harshest winter climates.
around, looking for eggs or young that were
Often after a snowstorm, a pile of snow might
unattended in order to steal.
pop up to reveal one of these having been
buried beneath.
Musclebound Pansage: Stout and strong, these Origins: From a frozen world, they wandered
monkeys leap all around, and are capable of far around looking for limited plant life.
more than their stature might suggest. They Unfortunately for them, they were also at the
often have contests to determine who is the bottom of the food chain.
strongest of each group.
Origins: From an arid world, they… were pretty Origins: From an arid world, it flies around
much the same as any other mankey. Angry, cliffside canyons, never touching the ground. It
and ready to punch things at the slightest descends only to hunt, preferring to stay as high
provocation. as possible otherwise.
Lab Patrat: You don’t test on these rats, they Illusive Mime Jr.: A deadly trickster, it uses its
test you. And many, many other things. Many of illusions in order to make people think foul
which are hazardous to the health of anyone occurrences fair, and fair are foul. It enjoys
around. anguish, and to be left alone.
Origins: Leftover in the laboratories of a long- Origins: From a destroyed world, it projects
dead civilization, these continued to thrive, innocuous illusions over otherwise hazardous
working towards their own devices. areas – such as extending the ground over a
sheer cliff – in order to send people to their
doom.
Obsidian Phanpy: Rolling around in the heat
around volcanoes, these strange Pokémon
seem to absorb all light. They tend to be playful Cliff Spoink: Using psychic powers to aid its
if not provoked, but also have a hard time jumping, it is extremely maneuverable, and has
stopping. extremely hardy skin. It prefers to stay above all
others, as looking up tends to mean losing the
Origins: On a volcanic world, these roamed the
gemstone on its head.
hot wastelands, resistant to the fires around,
even if they aren’t exactly stone. Origins: From a high-gravity world, it bounces
around from ledge to ledge, augmenting its
jumping abilities with psychic powers to help it
Prism Rhyhorn: Made of shining crystal, these stay safe from predators.
bask in the sun to absorb its light, only to focus
it into burning beams at anyone who tries to
disturb it. Psycho Yanma: Eschewing wings altogether,
this Pokémon zips through the air on a current
Origins: From a desert world, they roamed from
of its own psychic energy. It immobilizes and
oasis to oasis, munching on plants. While quite
predicts prey with psychokinetic talents to
bright, they tend to hide rather well because
make its hunting easier.
nobody’s able to look straight at them.
Origins: From a high-gravity world, it nullifies
the crushing effects with its psychic abilities.
This, unfortunately, has left it no hardier.
Gnarled Bonsly: Tough and hardy, they tend to Ember Surskit: Playful creatures that look to be
live in desolate places, and those of great almost made of glowing glass, they skate over
sorrow. A grove of them may appear after lava just as easily as if it were water.
tragedies in the wilderness.
Origin: From a volcanic world, it flits about in
Origins: From an arid world, they tend to be the volcanoes and on lava rivers that flow over
peaceful creatures, even if they may look rather the surface of the planet.
scary. Some say they are bad luck.
Origins: From an oceanic world, these tangles Origins: From a realm consisting entirely of
drift near shore, innocuously. When prey nears, giant rocks spun in an eternal cyclone, this
they grab out and attempt to pull them out and Pokémon connects landmasses together by
down, drowning them. jumping through the winds to spin its rocky
webs. It is risky to cross, but for many it’s less
risky than trying to fly across the abyss.
Seatrench Gulpin: Lurking in the deepest parts
of bodies of water, it emits a glow in order to
attract prey. As soon as they come close, Deluge Abra: A swirl of water held together
however, they’re paralyzed, then engulfed. solely by psychic will, it normally takes the form
of a humanoid… but when pressed, it turns into
Origins: From an oceanic world, they inhabit the
a force of nature.
darkest places. If one keeps far enough away,
they can be used as adequate sources of light… Origins: From an endless cave system echoing
but one should always be wary, for they are with madness, it lives without purpose, roaming,
constantly hungry. not caring about anything in its path.
Thorn Cleffa: Makers of mischief, they may act Steelvine Mareep: Made of living metal, these
friendly, but getting too close is very dangerous. creatures can be quite valuable for those with
Their bodies are covered with thorns drenched the knowledge of how to shear them… and the
in poison, and touching them without proper courage to deal with their ever-regenerating
precautions can result in extreme reactions. metallic vines.
Origins: From a jungle world, they live in Origins: Synthesized by aliens in a lab on a
colonies that use vast thorn brambles to deter jungle planet, these were used to farm valuable
intruders. They live in fear of things immune to materials necessary for certain technological
their toxins. advances.
Origins: From a realm of ice and fire, these Origins: From a primordial swamp, it hunts and
embody the frigid part, resistant to hostile defends its territory. Generally if you find an
melting, and able to quench the fires where it area empty of prey creatures, one should not
goes. stick around.
Guerilla Grubbin: It sneaks through the Feywilde Slakoth: Full of mischief, but usually
undergrowth, eventually evolving into a stag too lazy to do anything about it, they hang
beetle-like shape capable of smashing through about in forests waiting around for people to
walls. It dreams of the day when it no longer pass.
needs to be subtle.
Origins: In a realm of fantasy, they wait for
Origins: In a world of jungles, it sneaks through those around to be disoriented by the natural
the underbrush, attempting to avoid notice as it hallucinogens before engaging in trouble.
eats and grows until it evolves. Unfortunately,
there are a lot of predators.
Nirvanic Hoothoot: It sits around,
contemplating the nature of existence. When
Labyrinth Skiddo: A stout mass of stone in the eventually roused by hunger, it strikes
shape of a goat, it lives in caves and tunnels, aggressively at whatever is in the area, unless
giving chase to any intruders. assuaged by food.
Origins: In a realm of an endless maze, they Origins: In a primordial realm, it is one of the
stalked the unwary and unprepared until the foe few that does not tend to engage in constant
tires. Then they striked, leaving the enemy’s predator-prey warfare.
bones to join the stones of the ground.