Types

Skills

StrengthDexterityVitalitySpecialInsight
Fight Survival Social Knowledge Pokemon
Brawl Alert Empathy Crafts Channel
EvasionAthleticEtiquette Lore Clash
Throw Nature IntimidateMedicine
WeaponsStealth Perform Science
ToughCoolCleverBeautyCute

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

  1. Round Starts
    1. Pokemon using Priority Moves jump to top of Initiative, Order Multiple Pokemon via Move Priority Number, then Dex.
    2. Each Pokemon takes a Turn or Passes in Initiative Order
    3. Repeat until all Pokemon Pass
    4. Trainer Actions
      1. Search for Cover Insight+Alert
      2. Enter the Fray, cannot give Orders to Pokemon
      3. Run Away Dex+Athletic vs Foe’s Dex+Athletic
  2. Repeat from 2 until Combat Ends

A Pokemon’s Turn

  1. Choose a Move to use that you have not used this Round!
    1. If the move is “All Foes in Range” or “User and Allies in Range”, select up to the max number of targets allowed for your rank.
  2. Make an Accuracy Roll See Move for Dice Pool
    1. Apply Other Modifiers
  3. Number of Successes Required met: Attack Hits!
    1. Three or more successes than needed? Critical Hit, add 2d6 to Damage!
  4. Target can Evade or Clash the attack if the attack doesn’t use a social attribute!
    • Evade
      1. Roll Dex+Evade
      2. Equal to or Greater than Accuracy Roll: Attack Evaded, no Damage, End of Turn
    • Clash Cannot clash a Support Move!
      1. Chose a Damaging Move to use to clash with. This counts as using the move for the Round!
      2. Roll Clash+Strength if attacker used a Physical Move, Clash+Special if they used a Special move.
      3. Equal to or Greater than Accuracy Roll: Attack Clashed, Each take One Damage, End of Turn.
  5. Roll Damage
    1. See Move for base Dice Pool
    2. Add STAB, 1d6 if Move is same type at User.
    3. Add Critical Hit bonus Damage if Applicable
    4. Subtract Target’s Def/SpDef from dice pool
    5. Apply any other Modifiers
  6. Apply Damage
    1. If Target’s type is immune to move’s type: No Damage, end of Turn!
    2. If Target’s type resists move’s type & No Successes on Roll: No Damage, end of Turn!
    3. No Successes on Damage roll: 1 Damage, end of Turn!
    4. If Target’s type resists move’s type: -1 from Damage for each resistant type!
    5. If Target’s type is weak to move’s type: +1 Damage for each weak type!
    6. Then: Deal # of Successes as Damage, 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 RoundRequired 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
>=Half1
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 MovesUse 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/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 PoisonedLike 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 DamageInsight @ round start, 2+ successes ignore this effect for the round5 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 round1 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

Training

Training rolls are <Relevant Attribute/Social> + Lore.

Rank Up

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.

Crit stats

https://anydice.com/program/28362