Types
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’sDex+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 max number of targets allowed for your rank.
- Make an Accuracy Roll
See Move for Dice Pool
- Apply 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 Pain Penalty
- Equal to or Greater than Accuracy Roll: Attack Evaded, no Damage, End of Turn
- Clash Cannot clash a Support Move!
- 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 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 move’s type: No Damage, end of Turn!
- If Target’s type resists move’s type & No Successes on Roll: No Damage, end of Turn!
- No Successes on Damage roll: 1 Damage, end of Turn!
- If Target’s type resists move’s type: -1 from Damage for each resistant type!
- If Target’s type is weak to move’s type: +1 Damage for each weak type!
- 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 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/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 |
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