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 |
---|
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.
Pre Combat
1d6+Dex+Alert
Insight+Alert
Dex+Athletic
vs Foe’s Dex+Athletic
See Move for Dice Pool
Dex+Evade
Clash+Strength
if attacker used a Physical Move, Clash+Special
if they used a Special move.See Move for base Dice Pool
1d6
if Move is same type at User.Def/SpDef
from dice poolRank | Targets |
---|---|
Starter | 2 |
Beginner | 2 |
Amateur | 3 |
Ace | 5 |
Professional+ | 6 |
Action # in Round | Required Successes |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
HP | Reduce Successes by |
---|---|
Full | 0 |
>=Half | 1 |
1 HP | 2 |
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 |
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/A | 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/A | 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 |
Catch rolls are: Seal Potency
+ Bonus Successes
Training rolls are <Relevant Attribute/Social> + Lore
.
Rank Up
Retrain
3 Successes to:
https://anydice.com/program/28362