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obsidian:pokerole_cheat_sheet [2022/05/07 13:55]
willowlark
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-======= Types ======= 
- 
-[[Pasted image 20210818192148.png]] 
- 
-{{:obsidian:pasted_image_20210818192148.png?nolink}} 
-======= Skills ======= 
- 
-^Strength^Dexterity^Vitality^Special^Insight^ 
- 
-^Fight      ^Survival    ^Social        ^Knowledge   ^Pokemon    ^ 
-|**Brawl**  |**Alert**   |**Empathy**   |**Crafts**  |**Channel**| 
-|**Evasion**|**Athletic**|**Etiquette** |**Lore**    |**Clash**  | 
-|**Throw**  |**Nature**  |**Intimidate**|**Medicine**|           | 
-|**Weapons**|**Stealth** |**Perform**   |**Science** |           | 
- 
-^Tough^Cool^Clever^Beauty^Cute^ 
- 
-======= Will Points ======= 
- 
-**Spend** 
-- 1 to ignore one Pain Penalty for the rest of the Scene 
-- 1 to reroll one failure from each roll for the rest of the round 
- 
-**Recovery** 
-- Rest for a few days 
-- feel accomplished by having achieved something great 
-- follow their nature 
-- get them as a reward for good role-play. 
- 
-======= Combat ======= 
- 
-**Pre Combat** 
- 
-  * Everyone rolls Initiative! ''%%1d6+Dex+Alert%%'' 
-  * GM Declares any Weather Effects in Play 
-  * Choose Abilities 
- 
-====== Combat Loop ====== 
- 
-  - Round Starts 
-    - //Pokemon using Priority Moves jump to top of Initiative, Order Multiple Pokemon via Move Priority Number, then Dex.// 
-    - Each Pokemon takes a Turn or Passes in Initiative Order 
-    - Repeat until all Pokemon Pass 
-    - Trainer Actions 
-      - Search for Cover ''%%Insight+Alert%%'' 
-      - Enter the Fray, //cannot give Orders to Pokemon// 
-      - Run Away ''%%Dex+Athletic%%'' vs Foe’s ''%%Dex+Athletic%%'' 
-  - Repeat from 2 until Combat Ends 
- 
-====== A Pokemon’s Turn ====== 
- 
-  - Choose a Move to use //that you have not used this Round!// 
-    - If the move is “All Foes in Range” or “User and Allies in Range”, select up to the [[Roleplaying Games/Pokerole/@Resources/PokeRole Cheat Sheet#Max Targets in Range by Rank|max number of targets]] allowed for your rank. 
-  - Make an Accuracy Roll ''%%See Move for Dice Pool%%'' 
-    - Apply [[Roleplaying Games/Pokerole/@Resources/PokeRole Cheat Sheet#Pain Penalty All rolls EXCEPT ones with VIT or Will|Pain Penalty]] 
-    - Apply Other Modifiers 
-  - Number of Successes Required met: **Attack Hits!** 
-    - Three or more successes than needed? **Critical Hit, add 2d6 to Damage!** 
-  - Target can Evade or Clash the attack //if the attack doesn’t use a social attribute!// 
-    * Evade 
-      - Roll ''%%Dex+Evade%%'' 
-      - Apply [[Roleplaying Games/Pokerole/@Resources/PokeRole Cheat Sheet#Pain Penalty All rolls EXCEPT ones with VIT or Will|Pain Penalty]] 
-      - Equal to or Greater than Accuracy Roll: **Attack Evaded, no Damage, End of Turn** 
-    * Clash 
-      - Chose a Damaging Move to use to clash with. //This counts as using the move for the Round!// 
-      - Roll ''%%Clash+Strength%%'' if attacker used a Physical Move, ''%%Clash+Special%%'' if they used a Special move. 
-      - Apply [[Roleplaying Games/Pokerole/@Resources/PokeRole Cheat Sheet#Pain Penalty All rolls EXCEPT ones with VIT or Will|Pain Penalty]] 
-      - Equal to or Greater than Accuracy Roll: **Attack Clashed, Each take One Damage, End of Turn.** 
-  - Roll Damage 
-    - ''%%See Move for base Dice Pool%%'' 
-    - Add STAB, ''%%1d6%%'' if Move is same type at User. 
-    - Add Critical Hit bonus Damage if Applicable 
-    - //Subtract// Target’s ''%%Def/SpDef%%'' from dice pool 
-    - Apply any other Modifiers 
-  - Apply Damage 
-    - If Target’s type is immune to moves type: **No Damage, end of Turn!** 
-    - No Successes on Damage role: **1 Damage, end of Turn!** 
-    - If Target’s type resists move’s type: **-1 from Damage then end of Turn!** 
-    - If Target’s type is weak to move’s type: **+1 Damage then end of Turn!** 
- 
-===== Max Targets in Range by Rank ===== 
- 
-^Rank         ^Targets^ 
-|Starter      |2      | 
-|Beginner     |2      | 
-|Amateur      |3      | 
-|Ace          |5      | 
-|Professional+|6      | 
- 
-===== Successes Required ===== 
- 
-^Action # in Round^Required Successes^ 
-|1                |1                 | 
-|2                |2                 | 
-|3                |3                 | 
-|4                |4                 | 
-|5                |5                 | 
- 
-===== Pain Penalty (All rolls EXCEPT ones with VIT or Will) ===== 
- 
-^HP    ^Reduce Successes by^ 
-|Full  |0                  | 
-|>=Half|1                  | 
-|1 HP  |2                  | 
- 
-======= Dynamax ======= 
- 
-While a Pokémon is in Dynamax form it will obtain the following benefits: 
- 
-^Dynamax      ^Gigantamax     ^ 
-|Base Hp + 6  |Base Hp + 12   | 
-|Use Max Moves|Use G-Max Moves| 
- 
-  * Dynamax/Gigantamax lasts 3 Rounds 
-  * Dynamax/Gigantamax Pokémon are immune to: 
-    * Flinch 
-    * Moves based on weight 
-    * OHKO Moves 
-    * Destiny Bond 
-    * Being removed from combat 
-    * having ther Ability Changed or Removed. 
-    * Other Pokémon cannot transform into them 
-  * Max and G-Max Moves cannot be copied. 
- 
-======= Status ======= 
- 
-^Status        ^Effect                                          ^Resist                                                                      ^Duration                           ^ 
-|Burn 1        |1 Damage end/round                              |''%%Dex+Athletic%%'' as action: 4 Cumulative Successes, Cured               |End of Scene                       | 
-|Burn 2        |2 Damage end/round (Lethal if Attack was)       |''%%Dex+Athletic%%'' as action: 4 Cumulative Successes, Cured               |End of Scene                       | 
-|Burn 3        |3 Damage end/round (Lethal if Attack was)       |''%%Dex+Athletic%%'' as action: 4 Cumulative Successes, Cured               |End of Scene                       | 
-|Paralysis     |-2 Dex, moves 1/2 speed                         |N/                                                                        |24 Hours                           | 
-|Frozen        |No Actions                                      |Use Moves against Ice(HP 5, Def 2), Super Effective Moves break instantly   |Until ice melts, Pokemon Faints    | 
-|Poison        |1 Damage end/round                              |Subject remains immobile: Damage per hour instead                           |Until Faint & wake up 8 hours later| 
-|Badly Poisoned|Like Poison, but +1 Damage each Round           |Subject remains immobile: Damage per hour instead                           |Until Faint & wake up 8 hours later| 
-|Sleep         |No Actions                                      |''%%Insight%%''/action: 5 Cumulative Successes, wakes up.                   |5 Minutes                          | 
-|Confused      |-1 Success from Actions, Failed Action: 1 Damage|''%%Insight%%'' @ round start, 2+ successes ignore this effect for the round|5 Rounds or Switched Out           | 
-|Disabled      |Cannot used Disabled Move                       |N/                                                                        |5 Rounds to Scene                  | 
-|Flinched      |Lose Next Action                                |N/A                                                                         |1 Action                           | 
-|In Love       |1/2 Damage against Foe and foe’s allies         |''%%Insight%%'' @ round start, 2+ successes ignore this effect for the round|1 Scene or Switched Out            | 
- 
-======= Weather ======= 
- 
-  * **Sunny ** 
-    * +1 to Fire Move Power 
-    * -1 Damage from Water Moves 
-    * Cannot be Frozen 
-  * **Harsh Sun** 
-    * +1 to Fire Move Power 
-    * Water Type Moves cannot be used 
-    * +2d6 to Chance rolls for Burn Status 
-    * Cannot be Frozen 
-    * Sunny/Rain/Sandstorm/Hail Weather effects fail 
-  * **Rain** 
-    * +1 to Water Move Power 
-    * -1 Damage from Fire Moves 
-    * Only 1 Success required to Cure Burn Status 
-    * Moves that Complete Heal in Sunny Weather only restore 1 HP 
-  * **Typhoon** 
-    * +1 to Water Move Power 
-    * Fire Type Moves cannot be Used 
-    * Cannot be Burned 
-    * Moves that Complete Heal in Sunny Weather restore no HP 
-    * Sunny/Rain/Sandstorm/Hail Weather effects fail 
-  * **Sandstorm** 
-    * 1 Damage to Non Rock, Ground, or Steel Types at end of Round 
-    * +1 Special Defense to Rock types 
-    * Moves that Complete Heal in Sunny Weather only restore 1 HP 
-  * **Strong Winds** 
-    * +1 to Flying Type Move Damage 
-    * Electric, Ice, and Rock types moves are Neutral to Flying Types 
-    * Entry Hazards (Spikes) & Barriers (Light Screen) & Block Moves Fail 
-    * Sunny/Rain/Sandstorm/Hail Weather effects fail 
-  * **Hail** 
-    * 1 Damage to Non Ice Types at end of round 
-    * +1 Defense to Ice Types in the field 
-    * Moves that Complete Heal in Sunny Weather only restore 1 HP 
-  * **Fog** 
-    * -1 Success from Accuracy 
-  * **Muddy** 
-    * Mobility reduced to 1/2 
-    * Cannot get out of range 
-  * **On Fire!** 
-    * 3 Chance Dice to Burn Pokemon at end of Round 
-  * **Electric Poles** 
-    * +1 to Electric Move Power 
-    * Pokemon don’t need to Recharge. 
- 
-======= Catching ======= 
- 
-Catch rolls are: ''%%Seal Potency%%'' + ''%%Bonus Successes%%'' 
- 
-[[Pasted image 20211020210141.png]] 
- 
-[[Pasted image 20211020210205.png]] 
- 
-[[Pasted image 20211020210218.png]] 
- 
-======= Training ======= 
- 
-Training rolls are ''%%<Relevant Attribute/Social> + Lore%%''. 
- 
-**Rank Up** 
- 
-[[Pasted image 20211020205852.png]] 
- 
-**Retrain** 
-3 Successes to: 
- 
-  * Redistribute all Attributes and Social Attributes awarded by Rank.\\ 
- 
-  * Redistribute all Skill Points awarded by Rank. Assign all Skill Points from a Rank, before assigning all Skill Points from the next Rank. 
-  * Pokémon may forget Moves and learn new Moves from available Ranks. //Forgotten Moves exclusive to previous Evolutions are lost forever.// 
- 
-====== Adjusted Training ====== 
- 
-  * Wins and Battles tracked as normal 
-  * Every Training point also counts as a Win 
-  * Training points towards Rank up, Overrank, Retrain are counted separately. 
- 
-======= Crit stats ======= 
- 
-https:%%//%%anydice.com/program/28362