Pokémon: Tabletop Version
Intentional differences from the video games
- Pokémon get a second Ability at level 5.
- Each Pokémon can have a Bonus Move: a 5th move slot filled by their Trainer’s Class(es).
- AP works differently from PP; as a result, so do PP-related things like Spite, PP Ups, Pressure, etc.
- Infatuation isn’t as annoying.
- Move changes:
- All once-canon Moves are still supported, since keeping them in an imagination-powered tabletop requires way less effort than programming and animating them.
- Power Swap swaps Physical and Special stats, like it originally did in Legends: Arceus.
- Celebrate/Hold Hands tweaked to have at least a niche use.
- Moves that fail unless used by their signature user (like Dark Void) no longer do, at GM discretion.
- Mirror Move (“Parrot Mimicry” in Japanese) gained the Sonic tag, mostly to combo with Punk Rock and other things that care about that.
- New Moves added (not many).
- Ability changes:
- Lackluster Abilities get “Bonus Stats” to make them more worth choosing, which increase the user’s Stats just by having those Abilities.
- Abilities that care about certain Moves (like Strong Jaw) sometimes affect more Moves:
- Wind Rider/Wind Power also trigger for Razor Wind, Leaf Tornado, Leaf Storm, and Mysterious Air Currents. (Also Storm Throw due to a wording quirk, but that almost never matters.)
- Sharpness also buffs Cut, Dual Chop, Razor Wind, Secret Sword, and Precipice Blades.
- Some additions only make sense in English; sorry EN/JP-bilingual players, but Iron Fist+Sucker Punch is a mistake every single playtester made. Also, Iron Fist buffs “Hammer” Moves, which oversteps only buffing Hammer Arm and Ice Hammer, but it was cool so we let it buff others like Dragon Hammer.
- The Run Away Ability also now buffs switching in Trainer Battles. (Every playtester who didn’t battle Pokémon competitively assumed it did.)
- Toxic Boost now works subtly differently than Guts, to emphasize Zangoose’s “thing” and to avoid a nonbo with its base Immunity Ability.
- Zen Mode now lets you choose a second moveset when switching modes.
- New Abilities added (many).
- Annoying evolution methods gained alternatives:
- All Eeveelutions can also evolve from an evolutionary stone.
- Evolutions from strong magnetic fields can also use Thunder Stones.
- Trade evolutions can also evolve by level or using up their trade items.
- Evolution items gained held-item effects.
- Stone evolutions still learn moves by level-up.
- Levels compressed to 1–20 instead of 1–100.
- Sleep/Poison/Burn/Paralysis/Frozen aren’t mutually exclusive; combatants can suffer from more than one simultaneously.
- No Breeding rules (we don’t know how to make them fun, but you can try if you want). Eggs also no longer take up space in the party.
- Trainers can be attacked, and some Trainers can fight back.
- Level-up movesets overhauled:
- No in-between dead levels without new Moves.
- Makes some Pokémon usable without guaranteed TM/TR support.
- Added strong Moves to weaker Pokémon to power them up.
- Adds fun/interesting/fitting Moves to more Pokémon.
- Jokes and references to Pokémon design origins.
- By default, Pokemon level up with their Trainers; no tracking EXP for each.
- Egg Groups with odd names or names confusable with Types got renamed to disambiguate: Water 1 → Aquatic, Water 3 → Crustacean (Yeah, we know about Archen. Better name suggestions welcome), Grass → Plant, Bug → Insect, Fairy → Pixie, etc.
Fundamental Rules
(If you are unfamiliar with tabletop role-playing games in general, Wikipedia has a good introduction.)
- The Game Master (GM)’s word is final. Settle disagreements after games to keep play flowing.
- Round fractions and decimals to the nearest whole number.
- Specific rules override general rules.
To play, narrate your character’s actions, then the GM narrates how the world reacts.
Your character takes most actions when you say so. If there’s a chance of failure with interesting consequences, the GM may ask you to decide your success with a Check. (You can also propose a check yourself if you’d like.)
Checks
To make a Check:
- Roll a d20.
- Combine the result with bonuses and penalties from Skills, items, and other effects.
- If the total equals or exceeds the check’s Difficulty (DC), the Check succeeds.
Success and failure vary by the result and GM interpretation:
- Rolls of 20 (“natural 20”) always succeed, if only by sheer luck. (If something is meant to be impossible, don’t ask for a Check.)
- Results high above the DC may have outstanding effects, or look spectacular.
- Results just below the DC may succeed with complications.
- Results far below the DC probably fail in obvious ways, or succeed with drastic consequences.
- Rolls of 1 (“natural 1”) don’t always fail, but you don’t look very cool if you pull them off.
Advantage and Disadvantage
An Advantage or Disadvantage to a Check represents unusual circumstances — like improvisation, using circumstances or surroundings smartly, or thorough preparation.
- If a check has Advantage, roll twice and use the higher result.
- If a check has Disadvantage, roll twice and use the lower result.
- If a check has both, they cancel out, even if multiple sources of one outnumber the other.
- When you have either and something in the game lets you reroll, you can reroll only one of the dice. You choose which one.
Some rules state when they grant Advantage or Disadvantage. The GM may also grant them to any roll to adapt to circumstances, and players may suggest them for their own or other characters’ actions. If the table agrees it’s fitting/cool/fun, go ahead and grant Advantage or Disadvantage to a roll.
Examples:
- Cheerleader’s Combo feature gives Advantage to allied characters’ Attack Rolls when using the same Move in the current Round.
- The GM rules that a slippery floor gives Disadvantage to all Acrobatics checks by characters standing on it.
- A table agrees that Seviper and Zangoose get Advantage on any checks made to attack, thwart, or annoy the other species.
Skill Checks
Most Checks can be affected by the 10 Skills every character has. These Skills represent a character’s physical or social prowess, changing the chances of success for specific actions.
If a Skill applies to a Check, the roller adds their Skill’s modifier to the result. If your GM agrees, you can make Skill Checks with different Skills than called for.
Examples:
- A short sprint is Acrobatics, a long run is Athletics, and a marathon is Endurance.
- Posing to impress could use Bluster to look formidable, Stealth to hold still in a tricky position, or Composure to look like you’re not even breaking a sweat.
- Intimidation can use sheer bulk (like Steelix’s Endurance), overwhelming might (like Infernape’s Athletics and/or Focus), or practice (like a particularly-evil Togepi’s Bluster).
Opposed Skill Checks
To oppose checks made by other characters, both make checks and compare results: the higher roll wins. On a tie, roll again. Usually the GM chooses what Skills characters use in opposed checks, such as:
- Sneaking past a guard (Stealth vs. Focus)
- Lying to someone (Deception vs. Insight)
- Arm-wrestling (Athletics vs. Athletics)
Extended Checks and Fair Contests
For complex or lengthy actions, the GM may call for multiple Skill Checks, possibly of different Skills.
In “fair” contests of Opposed Checks, all participants start with Advantage if they prepare. For example, a track race could be three checks: first Acrobatics, then Athletics, and finally Endurance. All checks would have Advantage from the starting blocks, the clean and level surface, and the chance to warm up. (This flattens the math out so it’s not as random; give GM Advice on when this would be desirable)
Cooperation
If you help another character with a Check, they get Advantage on it.
Specific Rules
The previous rules cover general situations outside of battle. The following rules cover foggy situations where you may want guidance on how to proceed.
Breaking Objects
‘Objects’ are anything but Pokémon or Trainers. Adventures may involve obstacles like barricaded doors, heavy machinery, or wooden bridges.
- When a player wants to destroy an object, they state their intention to the GM. The GM can resolve this in one of three ways:
- Either it just happens (“yes, your Scyther easily cuts the cable”),
- Or the character makes a Skill Check,
- Or the character makes an attack roll.
- If the check is resolved by an attack roll, the object takes damage as if it were a character with DEF, SDEF, and HP determined by the GM. Objects break at 0 HP or lower.
- Objects can have Types based on their element (such as a Steel-Type iron girder, a Rock-Type brick wall, or a Grass-Type briar patch.)
Skills
Each character has 5 Physical Skills and another 5 Social Skills. These skills act as bonuses or penalties characters can apply to rolls.
Physical Skills
Athletics
Athletics is for lifting objects, knocking down doors, holding down foes, and other feats of strength.
(Image: Cianwood City’s Chuck tosses boulders that most Pokémon can only push.)
Endurance
Endurance is for surviving impacts, resisting illness, braving extreme conditions, and other feats of fortitude.
(Image: Alola’s Professor Kukui studies Moves by taking the brunt of them himself.)
Focus
Focus is for ignoring distractions, steadying aim, paying attention, and other feats of concentration.
(Image: Mahogany Town’s Pryce hones his mind by meditating under a freezing waterfall every morning.)
Stealth
Stealth is for keeping still, avoiding notice, moving silently, and other feats of sneakiness.
(Image: Fuchsia City’s Koga is a renowned teacher of ninjutsu, especially techniques that confound and sap the opponent.)
Acrobatics
Acrobatics is for sprinting, jumping, balancing, and other feats of dexterity.
(Image: Sinnoh’s Barry runs into others so quickly that they barely have time to see him coming.)
Social Skills
Social Skills represent how characters interact with others.
Intensity
Characters with high Intensity aim to inspire or rouse others, and are fiercely passionate about ideals and convictions.
(Image: Hoenn’s Zinnia is notorious for interrupting disaster-prevention efforts because she believes their methods are morally wrong.)
Bluster
Characters with high Bluster want to awe or intimidate others, and are dedicated to self-sufficiency.
(Alola’s Guzma keeps his underlings in line by constantly threatening them, even if he’s never seen backing up his threats.)
Composure
Characters with high Composure keep cool under pressure, and are used for checks to stay calm, keep up an act, or remember a character’s lines.
(Sootopolis City’s Wallace never breaks his act even when absolutely everything’s gone wrong.)
Insight
Characters who prize Insight strive to understand and interpret others, and value experience and creativity.
(Cinnabar Island’s Blaine loves quizzing people to test their knowledge and also their reactions to success and failure.)
Deception
Characters with high Deception can hide their emotions and intents, putting on a performance without drawing attention to it.
(Goldenrod City’s Whitney acts approachable and professional, even though she’s actually emotional and ruthless.)
Battle
A large part of the Pokémon world is battle. Battling can be dangerous, but also a safe and fun way for Trainers and Pokémon to get to know each other. Society has grown around battles so much that it has special rules elaborated on in the Combat & Danger section.
Wild Pokémon love battling, especially after they evolve into stronger forms. Trainers treat battle as a sport and will casually challenge each other. When Trainers or wild Pokémon challenge each other, the GM declares a battle. Players choose which Pokémon to begin the battle with and then Combat starts.
A Trainer battle usually decides how many Pokémon to use and how much to bet beforehand. Both sides secretly choose which Pokémon to send out first, then simultaneously reveal their choices.
Building a Character
1. Concept and backstory
Create 2 Talents. Talents can be anything unrelated to combat that your character is particularly good at. You get Advantage on Skill Checks related to a Talent. (If you think a Talent may be too broad, ask your GM.)
Examples: Swimming, Flexing, Threatening, Baking
Create 2 Flaws. Flaws are any activity or trait your character struggles with. You get Disadvantage on Skill Checks related to a Flaw.
Examples: Standing up to others, Math, Balancing
(If the character ends up inclined towards new Talents or Flaws, the table can agree to grant more Talents and Flaws. These additions do not need counterbalancing Flaws or Talents.)
2. Choose a Class
Classes give characters Features that can affect your playstyle in and out of combat. In addition to a character’s other Talents, characters are always Talented at actions that involve their Class’s expertise.
- Ace Trainers bring the best out of their Pokémon through hard work.
- Athletes train themselves to best cooperate with their Pokémon.
- Caretakers groom and feed their Pokémon to bring out their natural talents.
- Hooligans buck authority and teach their Pokémon clever tricks.
- Performers make art and show off their Pokémons’ beauty.
- Researchers learn everything the world of Pokémon has to offer.
- Type Experts take Types to their utter limit, making every Pokémon unique.
(More Classes are listed in the Supernatural Classes page. These Classes can be used with GM permission.)
3. Build the Character’s Skills
Skill Ranks start at 0. When creating a character, you can lower a Skill’s Rank to raise another’s by the same amount, but each Skill can’t start lower than −5 or higher than +5.
4. Determine the Character’s Battle Stats
Characters have 5 Battle Stats that represent their fighting capabilities:
- Attack (ATK) — physical strength, fighting spirit, and combat expertise.
- Defense (DEF) — resilience, self-defense, and stability.
- Special Attack (SATK) — focus, deviousness, and aim.
- Special Defense (SDEF) — awareness of surroundings and sneakiness.
- Speed (SPE) — quickness, reflexes, and deftness of motion.
To determine a character’s Battle Stats, start with 5, then add both corresponding Skill modifiers:
Battle Stat | Physical Skill | Social Skill |
---|---|---|
Attack | Athletics | Intensity |
Defense | Endurance | Bluster |
Special Attack | Focus | Composure |
Special Defense | Stealth | Insight |
Speed | Acrobatics | Deception |
For example, if a Trainer has +3 Endurance and −1 Bluster, their Defense would be 7 (5 + 3 − 1). Most Trainers don’t intentionally enter combat, but it’s important to know just in case.
HP
HP (Hit Points) represents a character’s vitality and resolve, and determines how much punishment they can take. When characters reach 0 or less HP, they Faint.
Maximum HP is determined differently between Trainers and Pokémon:
- A Level 1 Trainer’s Max HP is 50.
- A Level 1 Pokémon’s Max HP is given by their Pokédex entry.
AP
Action Points, or AP, represent energy that characters spend to use Moves and Orders.
Characters start with 5 Max AP.
Other Stats
Your Trainer’s Weight, in pounds, is up to you. Pokémon weights vary by species. The same goes for Height, in feet and inches.
Characters also have Accuracy Rate, Evasion, Save Bonus, Critical Rate, and Effect Rate, which are normally 0, but can change during battle. They’re explained in the battling rules.
5. Choose Starter Pokémon
Every Trainer has at least 1 Pokémon partner to start a game off. We recommend Trainers begin with Pokémon that can Evolve twice. (Talk to your GM if you want something unusual.)
6. Starting Money and Items
Each Trainer starts with a Pokédex, a Trainer Bag, 3 Potions, and 5 Poké Balls. They also get 3000₽ to shop with later. (This makes character creation faster, and traditionally you don’t shop in Pokémon until the 2nd town.)
Trainer Bags use Item Ball technology to hold unlimited small items, like Berries, medicine, or TMs. Items larger than the bag must be carried the old-fashioned way.
Leveling Up
- Trainers start with 0 EXP (Experience), but earn more by solving problems, surviving encounters, and achieving objectives.
- When their EXP reaches the next Level’s “EXP Needed”, they Level Up.
- Trainers’ Pokémon level up when their Trainers do.
- Pokémon at lower levels than their Trainer level up each Long Rest until they catch up.
- Pokémon at higher levels don’t level up until their Trainer catches up.
When a character Levels Up, they gain certain bonuses:
- Some Pokémon may evolve. Check this before any other changes in this list!
- Increase Max HP by +5 and Max AP by +2.
- Raise two different Skills by +1 each. You can’t raise a skill more than ten times through leveling (i.e. no Skill can have more than +10 Level-up points).
- Adjust Stats appropriately with the newly-raised Skills.
- Pokémon learn a Move, and Humans learn a Feature:
- Pokémon learn their new Level’s Move from their Level-up Moves. (If they evolve, they usually get a new Form Move instead of a Level-up Move.)
- Humans pick a Class to advance, and learn a Feature from that new Class Rank.
- At Level 5, Pokémon learn an Ability of your choice from their Level 5 Abilities.
Pokémon Team
- Trainers carry up to 6 Pokémon with them.
- The others must stay somewhere else, usually in the region’s Storage System. The Storage System can be accessed during Long Rests or via Pokémon Center’s internet connections.
- Pokémon a Trainer carries are called a Team.
- Characters allied with the Trainer are called a Party.
A player is usually expected to control their own Pokemon during the game, but the GM reserves the right to temporarily take control of any Pokémon for dramatic purposes. Or inane purposes.
Pokémon Starting Stats
Check the Pokédex for a Pokémon species’s Base Skills and Max HP.
For example: Charmander’s Max HP is 25, and its Base Skills are -1 Athletics, -2 Endurance, 2 Focus, -1 Stealth, and 1 Acrobatics.
Next, apply the Pokémon’s Nature. Natures raise one Social Skill by 3 points, and lower another by 3 points. (Some Natures raise and lower the same Skill with no net change.) Players choose the Natures of their Starter Pokemon, and the GM chooses Natures for Pokemon encountered elsewhere.
Intensity▼ | Bluster▼ | Composure▼ | Insight▼ | Deception▼ | |
---|---|---|---|---|---|
Intensity▲ | Hardy | Lonely | Adamant | Naughty | Brave |
Bluster▲ | Bold | Docile | Impish | Lax | Relaxed |
Composure▲ | Modest | Mild | Bashful | Rash | Quiet |
Insight▲ | Calm | Gentle | Careful | Quirky | Sassy |
Deception▲ | Timid | Hasty | Jolly | Naive | Serious |
- Add their Physical and Social Skills together plus 5 to find a Pokémon’s Battle Stats.
- Max AP is determined the same way as Trainers.
- Average weight and height for the species is listed in their Pokédex entry.
Pokémon Talents
Pokémon have mysterious powers that we are always discovering. Pokémon are considered Talented at anything their species is known for doing: Pikachu is talented at Pikachuing, and Machamp is talented at Machamping.
Types
Each Pokémon has one or two Types that reflect its elemental affinities: each Type is weak to certain Types and strong against others. When a Pokémon is damaged, the amount of HP lost is modified by Type effectiveness. Some Types also have special traits.
- Bug
- Weak to Fire, Flying, and Rock
- Resists Fighting, Grass, and Ground
- Dark
- Weak to Bug, Fairy, and Fighting
- Resists Ghost and Dark
- Immune to Psychic and Status Moves boosted by Prankster
- Dragon
- Weak to Fairy, Ice, and Dragon
- Resists Electric, Fire, Grass and Water
- Electric
- Weak to Ground
- Resists Flying, Steel, and Electric
- Immune to the Paralyzed status
- Fairy
- Weak to Poison and Steel
- Resists Bug, Dark, and Fighting
- Immune to Dragon
- Fighting
- Weak to Flying, Psychic, and Fairy
- Resists Rock, Bug, and Dark
- Fire
- Weak to Ground, Rock, and Water
- Resists Bug, Fairy, Steel, Grass, Ice, and Fire
- Immune to the Burned status
- Flying
- Weak to Rock, Electric, and Ice
- Resists Fighting, Bug, and Grass
- Immune to Ground and unaffected by Terrain and most Hazards
- Ghost
- Weak to Ghost and Dark
- Resists Bug and Poison
- Immune to Normal and Fighting
- Can’t be Trapped and their Flee checks can’t be contested
- Grass
- Weak to Bug, Fire, Flying, Ice, and Poison
- Resists Electric, Ground, Water, and Grass
- Immune to Leech Seed and Moves with the words “Powder” or ”Spore” in the name
- Ground
- Weak to Grass, Water, and Ice
- Resists Poison and Rock.
- Immune to Electric and take no damage from Sandstorms
- Ice
- Weak to Fighting, Fire, Rock, and Steel
- Resists Ice
- Immune to the Frozen status and takes no damage from Hail.
- Normal
- Weak to Fighting
- Immune to Ghost
- Poison
- Weak to Ground and Psychic
- Resists Fighting, Grass, and Poison
- Immune to the Poisoned status
- Psychic
- Weak to Bug, Ghost, and Dark
- Resists Fighting and Psychic
- Rock
- Weak to Fighting, Grass, Ground, Steel, and Water
- Resists Normal, Fire, Flying, and Poison
- Gets +10 SDEF during Sandstorms and takes no damage from them
- Steel
- Weak to Fire, Fighting, and Ground
- Resists Normal, Bug, Dragon, Fairy, Flying, Grass, Ice, Psychic, Rock, and Steel
- Immune to Poison and the Poisoned status. Takes no damage in Sandstorms.
- Water
- Weak to Electric and Grass
- Resists Fire, Ice, Steel, and Water
Effectiveness
Each Type a Pokémon has that is weak to a type of incoming damage increases the damage’s Effectiveness by +1 after Stats. Each Type they have that Resists the damage decreases the Effectiveness by -1 after Stats.
Effectiveness | Change in damage |
---|---|
+2 | 3× damage |
+1 | 2× damage |
0 | 1× damage |
−1 | ½× damage |
−2 | ⅓× damage |
If a Pokémon is Immune to a Type, they take no damage from Moves of that Type and ignore its additional effects. Most Status Moves ignore Immunity.
Abilities
Pokémon start with one Ability. Abilities are effects a Pokémon always has that change how they battle. Either the GM or the player chooses from the Pokémon’s starting Abilities.
Pokémon learn a second Ability at Level 5, chosen from its Level 5 Abilities.
Some Abilities trigger on entering battle. If multiple Abilities trigger this way at once, the GM decides the order if necessary.
Moves
Pokémon have 4 slots for Moves, with 1 Bonus Move slot. Pokémon naturally learn new Moves through leveling and evolution. Pokémon also have a list of Tutor Moves, which can be learned through special methods. (Note: These methods can also teach Level-Up Moves early!)
- GM-controlled characters called Move Tutors can teach a Pokémon Tutor Moves.
- Technical Devices can also teach Tutor Moves. Technical Machines can be used over and over, but Technical Records can only be used once.
- Pokémon in the same Trainer’s team can Tutor the Moves to each other during a Long Rest.
These are the most common methods. If players want a Tutor Move through special circumstances or training, ask the GM.
Each Trainer Class has Bonus Moves that they can teach to their Pokémon in the Bonus Move slot. If a Pokémon could learn a Bonus Move through their Level-up or Tutor Moves, they can put the Bonus Move in their regular Move slots.
Each Move has the following attributes:
- Type determines Moves’ Effectiveness and the Same-Type Attack Bonus (STAB).
- Range defines what a Move can target. Close-quarters Moves that touch their target make Contact as part of their Range. (Some Abilities, Items, or Features trigger on Contact.) Foes in Zone Moves only target enemies, but Others in Zone Moves target allies as well.
- AP Cost is how much AP the user must spend to use the Move.
- Category defines which attacking Stat a Move uses:
- Physical Moves add the user’s Attack to their damage.
- Special Moves add the user’s Special Attack to their damage.
- Status Moves don’t deal damage and ignore Type Immunities.
- Accuracy affects how often a Move misses during its Attack Roll.
- Power determines how much damage a Move inflicts after a successful Attack Roll.
- The Description contains any additional effects the Move may have.
- The Z-Effect describes what happens when the Move becomes a Z-Move.
Evolution
Most Pokémon evolve by leveling up, but some evolve when exposed to certain items or conditions. Each species’ Pokédex entry details how it evolves.
After a Pokémon evolves:
- Check its new stage’s Pokédex entry to see what Move it learned by evolving.
- You may redistribute its Level-up points.
- Change its Abilities to match the same position in their new form’s Ability List.
The Pokémon or its owner can choose not to Evolve. That Pokémon can still evolve the next time it Levels Up or otherwise meets the evolution criteria.
Regional Variant
Pokemon differ around the world, even within species. Some regions have different versions of Pokemon, with new Types, Moves, Abilities, and even evolutions! Ask your GM if a regional variant or evolution applies to your setting.
Underdog Pokémon
When a Pokémon is about to evolve, you may choose to cancel the evolution instead, turning it into an Underdog Pokémon:
- Add up the original Pokémon’s Physical Skills before modifiers from Natures, Abilities, Features, Levels, etc. This is the Pokémon’s Base Skill Total.
- Add up the Pokémon’s final evolved form’s Physical Skills the same way.
- If the Underdog’s Base Skill Total is at least 5 points lower than its final Evolution’s, add +1 to each Physical Skill. Repeat this process until you can’t anymore.
- When Underdog Pokémon learn a Move by Leveling Up, they may instead learn a Move from their Tutor List with the same AP Cost or lower.
If an Underdog Pokémon evolves, it loses these Stat bonuses and Moves.
Pokéfeatures
Some Pokémon have special rules outside of their Abilities, Moves and Type. These rules are included in their Pokédex entry as Pokéfeatures.
Combat & Danger
Pokémon Trainers often find themselves in conflict with other Pokémon. Combat has special rules for when and how characters act. Time during battle is counted in Rounds, and characters keep their decisions secret until the last second.
A Round is the amount of time it takes for every character involved in the battle to act. A character acts by taking a Turn, which is shared between a Trainer and their Pokémon. Turns are taken in an order determined by the Pokémon’s Speed, beginning with the fastest Pokémon and ending with the slowest.
Some effects happen between rounds, and state so in their rules. When multiple effects happen between rounds, the GM decides the order if necessary.
Pokémon: Tabletop Version uses a double-blind system in combat. This means involved characters keep their Action and Order for the round secret, then reveal them for the round at the same time as all the other characters. In battles between Trainers, even the Pokémon chosen to start the battle are decided in secret. For physical play, write down your decision on a scrap of paper and reveal it at the same time as everybody else. Online games have digital tools to replicate this.
Note: Feel free to talk about your decisions when making them! Communication can help players work together to make dizzying new strategies.
A Trainer’s Turn comprises of Movement, an Action, and an Order.
- Movement is a Pokémon and Trainer’s ability to change Zones. Both the Pokémon and Trainer can move to an adjacent Zone before taking an action.
- Orders are Trainer commands that affect the battlefield, the participants, or both. Orders happen at the beginning of the round, and last for that round unless they state otherwise. Orders always use AP, so do not feel forced to make an Order every round.
- Actions are active events that your Pokémon or Trainer perform. Some actions have additional rules to determine how they resolve.
Actions
Guard
If a Trainer and their Pokémon are in the same Zone, the Trainer can become the target for anything targeting their Pokémon this round, but any received damage gets +1 Effectiveness.
Items/Switch
Items are used and Pokémon are switched before any other Actions, even Moves.
Newly-switched Pokémon can appear in the same Zone as the old Pokémon, or the Trainer’s current Zone.
Flee
To flee a battle, make an Acrobatics check. Foes can contest this Acrobatics check without using up an action. When a whole party decides to flee, only half the party needs to win the contested check.
Cheer
If all of a Trainer’s Pokemon are fainted, they can use their action to Cheer. On the Trainer’s SPE, Cheer creates one of these effects:
- Reset an ally’s Dropped Stats.
- Cure an ally’s Status Problem.
- Heal an ally 3 Ticks.
- Destroy a Boss Pokemon’s barrier.
Improvise
Any action a character takes that’s not covered by Guard, Item, Switch, Move, Flee or Cheer is considered improvising. These are generally resolved through Skill checks, and can have as many effects as the table agrees on. If an improvised action imitates a Move, use the rules for that Move. Examples:
- Pushing a tree over: Athletics check, performs Wood Hammer with an ATK related to the size of the tree and how successful the check was
- Tossing a nearby stone: performs Rock Throw, even if the character doesn’t normally know it.
- Cooperating with another character to give them Advantage on their dice rolls this round.
- Causing a distraction using Intensity, Bluster, or Deception skill rolls.
Using Moves
Range
Before anything, decide what target your Move hits. Some Moves can target multiple characters, and others don’t target characters at all.
- Self: only targets the user.
- Allies: can only target characters on the user’s side. Whether that includes the user is described individually.
- Foes in Zone: target all the foes in a Zone. When a Foes in Zone Move targets a single character, they gain a bonus to damage.
- Others in Zone: target everybody but the user in a Zone, including allies.
- Field: doesn’t target any character, but changes the battlefield somehow.
Moves can be either Contact or Ranged, which certain effects care about. Ranged Moves can also target adjacent Zones.
Attack Rolls
After targeting, make a d20 Attack Roll for each target the Move has. These rolls decide if the Move hits the target, how much damage it does, if the Move was a Critical Hit, and if the Move triggers its Secondary Effect.
- If the Move is a Status Move that targets Self, allies, or the Field, you don’t need an Attack Roll.
- If the Move is marked as Can’t Miss, you still make an Attack Roll for extra damage and possible Critical Hits.
- If the Move is normally used on foes but you’re targeting allies for some reason — like Ember on an ally with Flash Fire — you still make an Attack Roll.
⚠️ Note: it’s tempting to only make one Attack Roll for Moves with multiple targets, but that varies wildly and causes the effect to be all-or-nothing. Roll for each target to avoid swinginess.
Accuracy Check
To hit with a Move, first check the Move’s Accuracy Check. Take the Attack Roll’s result, add the attacker’s Accuracy Rate, then subtract the target’s Evasion. (Accuracy Rate and Evasion are 0 by default.) If the Accuracy Check result matches or is higher than the Move’s Accuracy, the Move hits. Otherwise, it misses.
Damage
Damaging Moves inflict damage on their targets. To calculate damage:
- Start with the Move’s Power
- Add the appropriate attacking Stat:
- Physical Moves add Attack
- Special Moves add Special Attack
- Add +10 if the Pokémon shares a Type with the Move. (That’s STAB [Same-Type Attack Bonus] if you’re familiar with that term.)
- Finally, the Attack Roll adds bonus damage: the bonus damage from an attack roll is half the attack roll’s result, rounded down.
For example, a Charmander rolls 13 to attack Bulbasaur with Ember.
Ember is a Special Fire-Type Move with a Power of 4.
Charmander has 5 SATK.
Bulbasaur is Grass/Poison-Type and has 6 SDEF.
- Charmander adds 4 (Ember’s Power) + 5 (Charmander’s SATK) + 10 (Same-Type Attack Bonus) + 6 (Attack Roll ÷ 2) to hit Bulbasaur with 25 Fire-Type Damage.
- Bulbasaur subtracts its SDEF of 6 from the 25 damage, making 19.
- The damage is 2× from Grass-Type’s Fire Weakness, making 38.
- Bulbasaur loses 38 HP.
Critical Hits
Sometimes attacks bypass a target’s guard and hit a vital point. Damaging Moves are Critical Hits on a natural 20 Attack Roll. (Some Moves, like Slash, can crit on lower rolls.)
If an attack is a Critical Hit, the bonus damage from the Attack Roll becomes +20.
The user’s Critical Rate modifies when Attack Rolls are Critical Hits. A +2 Critical Rate means the user’s Critical Hits occur on rolls of 18–20, instead of only on 20.
Effect Rates
Some Moves have additional effects on high Attack Rolls. For example, Bite Flinches its target on an Attack Roll of 17+. These secondary effects resolve after damage is applied.
Changes to the user’s Effect Rate modify this chance like Critical Rate does with Critical Hits.
Save Check
If your Pokemon has a Status Problem, they may need to pass a Save Check before their attack can trigger at all. If your Pokemon’s attack roll fails to beat or match the Save Check DC, they suffer the effects listed by the Status Problem.
Move Keywords
Moves can have special effects with their own rules. These keywords describe those special interactions.
Priority
Priority Moves change when they happen during the round. If multiple characters use a Priority Move, it follows Initiative between them.
- Priority Moves happen before all normal Moves.
- Super-Priority Moves happen even before all Priority Moves. Mechanics that refer to Priority Moves also apply to Super-Priority Moves.
- Delayed Moves happen after all normal Moves.
Double Strike
Double Strike Moves, like Bonemerang, trigger on-hit/contact twice. Add the user’s ATK/SATK twice and add the defender’s DEF/SDEF twice.
Multi-strike
Multi-strike Moves, like Fury Swipes, ‘hit’ a random number of times. They do not halve the bonus damage from the damage check to represent this mechanically. The number of times they ‘hit’ trigger effects that many times, like the Static Ability or Rocky Helmet item.
Roll | Number of hits |
---|---|
≤5 | 2 |
6–10 | 3 |
11–15 | 4 |
≥16 | 5 |
Protect
Moves that Protect the user prevent Moves from affecting the user, both their damage and effects. Characters can’t use Protecting Moves if they used a Protecting Move or Endure on their previous turn.
Hazard
Hazards remain in the Zone they were used in, and trigger against foes that enter the Zone.
Bind
Binding Moves inflict HP loss between rounds as long as the user and target are both on the field. Whenever the user or target moves between Zones, the other comes with.
Drain
Draining Moves heal the user when they hit a target by an amount specified in the Move.
Exhausting
Exhausting Moves tire the user and make them spend the next round recharging. The user isn’t Exhausted if the Move misses all targets or fails.
Disable
When a Move is Disabled, it can’t be chosen and automatically fails if used somehow.
HP Loss
If an effect says a target loses HP, that HP loss does not interact with any Stats, bonus damage, or Effectiveness outside of Immune.
Recoil
A Move with Recoil inflicts HP Loss on the user based on how much damage was done to the target — the Move’s description will say how much.
Struggle
When a Pokemon has 0 AP, it can use a Move called Struggle. Struggle is a Physical Move with 4 Power, no Type, it can’t miss, and it recoils for 3 Ticks of HP.
Stats and Other Numbers
- Battle Stats are the character’s ATK, DEF, SATK, SDEF, and SPE.
- Accuracy Rate and Evasion change a character’s chances to hit. The user’s Accuracy Rate is added to their attack roll, and the target’s Evasion is subtracted.
- Save Bonus changes a character’s chance to be affected by status problems. Add the Save Bonus to save checks.
- Critical Rate and Effect Rate change an attack’s chances of adding special effects.
- STAB (Same-Type Attack Bonus) adds +10 to their damage.
Boosts and Drops
Boosts and Drops are temporary changes to a character’s Stats. They represent circumstances such as a flaring fighting spirit, an opponent’s threat display, or getting covered in feathers. Moves like Growl or Sword Dance are the most common way to Boost or Drop Stats.
A Stat can’t be Boosted by more than 20 points, or Dropped by more than 20 points. A Stat Dropped past 0 is treated as 0. A character’s Boosts and Drops wear off when they leave battle.
Entering and Leaving Battle
Abilities, Moves, and other effects may mention “enters battle” or “leaves battle”:
- A character enters battle when they are a starting combatant when a battle begins, when they’re switched in, or when they join a battle they previously were not part of.
- A character leaves battle when they switch out, successfully flee, Faint, or are present when the battle ends.
- In weird circumstances, do whatever the table agrees on, appealing to the GM as the final word.
Zones
If the battle uses a map, the GM divides the battlefield into general Zones as they see fit. Moving to an adjacent Zone is free, but moving more in one turn requires the character’s action.
Examples of Zones in a forest battle:
- Center of clearing
- Near big hollow tree
- Around burbling brook, where Water Moves can be improvised
- In a ditch, where Moves with “Mud” in the name get +1 Effectiveness
- A mushroom patch, where each character in it rolls 2d10 between rounds to roll on the Wild Mushroom table. (The mushrooms can also be harvested outside of battle for use as held items, where they are eaten when the holder enters battle.)
Terrain
Zones can be filled with special terrains with extra effects for characters standing on them. Some examples:
- Electric Terrain
- Gives Immunity to Sleep
- Damaging Electric Moves get +10 damage
- Misty Terrain
- Gives Immunity to persistent Status Problems and Confusion
- Dragon Moves get -1 Effectiveness
- Psychic Terrain
- Gives Immunity to Priority Moves
- Damaging Psychic Moves get +10 damage
- Grassy Terrain
- Heals 1 Tick between rounds
- Bulldoze, Earthquake, and Magnitude get -1 Effectiveness
- Damaging Grass Moves get +10 damage
- A polluted landscape may permanently act like it has Toxic Spikes.
- Deep water may halve the SPE of characters that aren’t airborne or ideally-suited to swimming.
Weather
The current weather can also affect battle. Although it usually covers the entire battlefield, the world of Pokemon is strange and whimsical; some situations may have weather in a small area. The most common types of weather are:
- Hail deals 1 Tick of HP between turns to everything but Ice-Types.
- Harsh Sunlight gives damaging Fire Moves +10 damage and damaging Water Moves -10 damage.
- Rain gives damaging Water Moves +10 damage and damaging Fire Moves -10 damage.
- Sandstorms deal 1 Tick of HP between turns to everything but Ground, Rock, and Steel-Types. Rock-Types get +10 SDEF while in a sandstorm.
- Strong Winds removes the Weaknesses of Flying-Types and prevents other Weather.
Physical Dangers
Fall Damage
Colliding with the ground from heights of 10 feet or higher counts as a Physical Normal-Type Move with 8 Power.
- The Move gets +2 Power for each additional foot beyond 10.
- Terminal velocity restricts its Power to a maximum of 50.
- Soft landings, like water or leaf piles, usually reduce the damage by -10.
- A DC 10 Acrobatics Check reduces the damage by how much the check succeeds by.
- Flying and Levitating characters avoid fall damage unless their flight is restricted.
Suffocating Damage
If a character can’t breathe for more than 1 minute, they lose a Tick of Health between each Round until they can breathe again. Some Pokémon can breathe in water, earth, smoke, or don’t need to breathe at all.
Surprise & Ambushes
Although most battles between Trainers begin with introductions, characters can sometimes surprise each other in ambush.
- If a Trainer is surprised, they must reveal their first Pokémon to the opponent, instead of using the double-blind system.
- If a wild Pokémon is surprised, it must reveal its first Move instead of using the double-blind system.
Rest and Healing
Pokémon Centers restore perfect health within seconds, but you can’t always reach one. Rest is any period of time when characters aren’t busy with strenuous physical or mental activity. Usually rest means sleeping or relaxing, but what exactly counts is up to the GM.
A Long Rest takes at least 8 hours, and completely restores Health, AP, and Status Problems. Pokémon can relearn any Moves they’ve forgotten or Level-Up Moves up to their level during a long rest.
A Short Rest takes at least 30 minutes, and restores 3 Ticks of Health and 3 AP. Meals tend to count as Short Rests.
Sometimes, serious injury or illness needs extensive time and care to heal, even with Center technology. These are considered plot points, not game mechanics.
Capturing Pokémon
Trainers can take an action to throw a Pokéball at a wild Pokémon. Roll d20 and add the Ball’s modifier, if any. If you roll at least the target’s Catch DC, you capture it. A natural 20 is a “critical capture” and always succeeds. If two or more people throw a Poké Ball, the highest roll wins. The captured Pokemon keeps any HP and Status Problems when they are caught.
To find a Pokémon’s Catch DC:
- Start with the species’ Catch DC from the Pokédex. (Or guess: Caterpie’s is 2, Mewtwo’s is 24.)
- Lower the Catch DC by −1 for each Status Problem the target suffers from.
- Finally, modify the Catch DC depending on the target’s Health:
- ½ or less: −2
- A Tick or less: Automatic success.
- Fainted Pokémon can’t be captured: Poké Balls refuse for safety reasons.
The GM may assign a caught Pokémon’s Gender, Nature, and Abilities, or let you roll for random ones:
Roll 2d6. You choose which of the corresponding Stats are raised and lowered. A roll of 6 means you pick the Stat.
Poké Balls fail if they try to capture a Pokémon already registered to a Trainer, or a Boss Pokémon the GM isn’t ready to allow capture for.
Other Ways to get Pokémon
- Trades
- Wonder/Surprise Trade: roll 3 random Pokémon, GM selects one to trade for your offered mon
- Gifts
Z-Moves
Trainers can use a Z-Crystal to turn a Pokémon’s Move into a superpowerful Z-Move.
- The Trainer must not have activated a Z-Move already for the battle.
- Their Pokémon must hold a Z-Crystal that matches the Type of the base Move.
- The Trainer must wear a Z-Ring.
If the base Move is Physical or Special, the Move becomes the Z-Move listed in its Z-Effect, gains the Power listed in its Z-Effect, keeps its original Category and AP Cost, and can’t miss. Characters that protect against damaging Z-Moves still lose 3 Ticks of HP.
If the base Move is Status, its Z-Effect occurs before its usual effects.
Some Pokémon have a signature Z-Move that can be used with a special Z-Crystal for that species. For example, Incineroar can turn its Darkest Lariat into the Malicious Moonsault Z-Move with a held Incinium-Z crystal.
Mega Evolution
Trainers can use Mega Stones for Mega Evolution, a temporary supercharged evolution with 3 requirements:
- The Pokémon holds their species’ Mega Stone.
- Their Trainer wears a Key Stone. (Usually embedded in a Mega Ring.)
- Their Trainer hasn’t Mega Evolved a Pokémon yet for that battle.
Mega Evolution changes Base Stats, replaces the Starting Ability, and may change the Pokémon’s Types. Check the Pokédex entry for specifics.
Mega Evolution lasts for an entire battle, or until the Pokémon Faints.
Dynamax
A Pokémon can Dynamax if it meets the following requirements:
- Can only be done in certain locations, called Power Spots.
- Their Trainer wears a Dynamax Band.
- Their Trainer hasn’t Dynamaxed a Pokémon yet for that battle.
Dynamaxing a Pokémon makes it look as big as a skyscraper and increases its battle prowess for its next 3 turns:
- The Pokémon doubles its current HP and its Max HP. On reverting, halve both its current and Max HP.
- Effects that trigger on a percentage of the Pokémon’s Max HP and/or its Ticks use its doubled Max HP.
- Effects that heal or remove an amount of HP based on Max HP use its non-Dynamaxed Max HP to calculate the amount.
- Dynamaxed Pokémon are immune to:
- Flinching
- Moves that vary based on Weight
- One-hit KO Moves
- Effects that swap its Abilities with another character’s
- Opponents forcing them to switch out or flee
- Having its Move choices disabled or restricted.
- The Pokémon’s known Moves turn into their corresponding Max Moves:
- Status Moves turn into Max Guard.
- Damaging Moves turn into the appropriate Max Move of their type, and calculate their new Power by adding half of the Move’s Z-Power. If the result exceeds 24, cap it at 24.
Gigantamax
If a Pokémon has the Gigantamax Factor, it can Gigantamax — a special kind of Dynamax with a different appearance. Only specific individuals of certain species can Gigantamax. Each Gigantamax Pokémon has an exclusive Max Move known as a G-Max Move. Other than that G-Max Move, Gigantamax is identical to Dynamax.
Max Moves
Max Move | Type | Category | Power | Base Move | Range | Description | |
---|---|---|---|---|---|---|---|
Max Airstream | Flying | ★ | ★ | Damaging Flying | Ranged | A magnified jetstream shears the target and Boosts the user’s and allies’ SPE by +5. | |
Max Darkness | Dark | ★ | ★ | Damaging Dark | Ranged | A magnified midnight pressures the target and Drops all foes’ SDEF by -5. | |
Max Flare | Fire | ★ | ★ | Damaging Fire | Ranged | A magnified burner ignites the target and creates Harsh Sunlight for 5 rounds. | |
Max Flutterby | Bug | ★ | ★ | Damaging Bug | Ranged | A magnified bugness worms into the target and Drops all foes’ SATK by -5. | |
Max Geyser | Water | ★ | ★ | Damaging Water | Ranged | A magnified stream hammers the target and creates Rain for 5 rounds. | |
Max Guard | Normal | Status | — | Any Status | Self | A magnified shield Protects from all Moves, including Max Moves and Z-Moves. | |
Max Hailstorm | Ice | ★ | ★ | Damaging Ice | Ranged | A magnified coldsnap frosts the target and creates Snow for 5 rounds. | |
Max Knuckle | Fighting | ★ | ★ | Damaging Fighting | Ranged | A magnified fist wallops the target and Boosts the user’s and allies’ ATK by +5. | |
Max Lightning | Electric | ★ | ★ | Damaging Electric | Ranged | A magnified thunderhead strikes the target and creates Electric Terrain for 5 rounds. | |
Max Mindstorm | Psychic | ★ | ★ | Damaging Psychic | Ranged | A magnified psychosis overwhelms the target and creates Psychic Terrain for 5 rounds. | |
Max Ooze | Poison | ★ | ★ | Damaging Poison | Ranged | A magnified goop swamps the target and Boosts the user’s and allies’ SATK by +5. | |
Max Overgrowth | Grass | ★ | ★ | Damaging Grass | Ranged | A magnified grassland rasps the target and creates Grassy Terrain for 5 rounds. | |
Max Phantasm | Ghost | ★ | ★ | Damaging Ghost | Ranged | A magnified hollow mortifies the target and Drops all foes’ DEF by -5. | |
Max Quake | Ground | ★ | ★ | Damaging Ground | Ranged | A magnified landslide buries the target and Boosts the user’s and allies’ SDEF by +5. | |
Max Rockfall | Rock | ★ | ★ | Damaging Rock | Ranged | A magnified stone crushes the target and creates a Sandstorm for 5 rounds. | |
Max Starfall | Fairy | ★ | ★ | Damaging Fairy | Ranged | Magnified starshine constellates the target and creates Misty Terrain for 5 rounds. | |
Max Steelspike | Steel | ★ | ★ | Damaging Steel | Ranged | Magnified metallurgy rebuffs the target and Boosts the user’s and allies’ DEF by +5. | |
Max Strike | Normal | ★ | ★ | Damaging Normal | Ranged | A magnified attack hits the target and Drops all foes’ SPE by -5. | |
Max Wyrmwind | Dragon | ★ | ★ | Damaging Dragon | Ranged | A magnified supernature daunts the target and Drops all foes’ ATK by -5. |
G-Max Move | Type | Category | Power | Base Move | Pokémon | Range | Description |
---|---|---|---|---|---|---|---|
G-Max Befuddle | Bug | ★ | ★ | Max Flutterby | Butterfree | Ranged | Gigantic bewitching scales score the target and spread malady. Roll d20: 1–7: Poisons all foes. 8–14: Paralyzes all foes. 15+: Puts all foes to Sleep. |
G-Max Cannonade | Water | ★ | ★ | Max Geyser | Blastoise | Ranged | A gigantic water bombardment besieges the target and for 4 turns, deals 2 Ticks of damage between rounds to non-Water-Type foes. |
G-Max Centiferno | Fire | ★ | ★ | Max Flare | Centiskorch | Ranged | Innumerable gigantic flames sear and Fire Spin the target for the next 4 rounds, even if the user leaves battle. |
G-Max Chi Strike | Fighting | ★ | ★ | Max Knuckle | Machamp | Ranged | A gigantic advancing charge pummels the target and Boosts the user’s and their allies’ Critical Rate by +3. |
G-Max Cuddle | Normal | ★ | ★ | Max Strike | Eevee | Ranged | A gigantic embrace smothers the target and Infatuates all compatible foes. |
G-Max Depletion | Dragon | ★ | ★ | Max Wyrmwind | Duraludon | Ranged | A gigantic decay debrades the target and adds 2 to the AP Cost of their last-used Move; Disables it if it’s a Max Move. |
G-Max Drum Solo | Grass | ★ | 26 | Max Overgrowth | Rillaboom | Ranged | A gigantic drumbeat thumps the target, ignoring their Abilities. |
G-Max Finale | Fairy | ★ | ★ | Max Starfall | Alcremie | Ranged | A gigantic fusillade rockets into the target and heals the user and allies by 2 Ticks. |
G-Max Fireball | Fire | ★ | 26 | Max Flare | Cinderace | Ranged | A gigantic meteor fouls the target, ignoring their Abilities. |
G-Max Foam Burst | Water | ★ | ★ | Max Geyser | Kingler | Ranged | A gigantic froth churns the target and Drops foes’ SPE by -10. |
G-Max Gold Rush | Normal | ★ | ★ | Max Strike | Meowth | Ranged | Gigantic gold Koban pound the target and Confuse all foes. Scatters coins worth 1,000× the user's level. The winner of the battle gets to pocket the coins. |
G-Max Gravitas | Psychic | ★ | ★ | Max Mindstorm | Orbeetle | Ranged | A gigantic orbital gravity well spaghettifies the target and creates the effects of the Move Gravity for 5 turns. |
G-Max Hydrosnipe | Water | ★ | 26 | Max Geyser | Inteleon | Ranged | A gigantic squirtgun sharpshoots the target, ignoring their Abilities. |
G-Max Malodor | Poison | ★ | ★ | Max Ooze | Garbodor | Ranged | A gigantic stink chokes the target and Poisons all foes. |
G-Max Meltdown | Steel | ★ | ★ | Max Steelspike | Melmetal | Ranged | A gigantic ferrofluid envelops the target and inflicts the effect of Torment on all foes. |
G-Max One Blow | Dark | ★ | ★ | Max Darkness | Urshifu (Single Strike) | Ranged | A gigantic single strike bruises the target and ignores Protection (even Max Guard). |
G-Max Rapid Flow | Water | ★ | ★ | Max Geyser | Urshifu (Rapid Strike) | Ranged | A gigantic continuous strike rains into the target and ignores Protection (even Max Guard). |
G-Max Replenish | Normal | ★ | ★ | Max Strike | Snorlax | Ranged | A gigantic surge of restoration buffets the target and makes the user and allies each roll d20: on 11+, restore all berries they consumed this battle. |
G-Max Resonance | Ice | ★ | ★ | Max Hailstorm | Lapras | Ranged | A gigantic melodic coruscation encircles the target and creates an Aurora Veil for 5 turns, even without Snow. |
G-Max Sandblast | Ground | ★ | ★ | Max Quake | Sandaconda | Ranged | A gigantic habūb scours the target and Sand Tombs the target for the next 4 rounds, even if the user leaves the battle. |
G-Max Smite | Fairy | ★ | ★ | Max Starfall | Hatterene | Ranged | A gigantic divine punishment routes the target and Confuses all foes. |
G-Max Snooze | Dark | ★ | ★ | Max Darkness | Grimmsnarl | Ranged | A gigantic sleepiness soporifies the target and inflicts the effects of Yawn on it. |
G-Max Steelsurge | Steel | ★ | ★ | Max Steelspike | Copperajah | Ranged | A gigantic metalforming barbs the target and creates a Hazard: Foes joining the battle lose 2 Ticks of HP. (Apply Weakness/Resistance, but not stats.) |
G-Max Stonesurge | Water | ★ | ★ | Max Geyser | Drednaw | Ranged | Gigantic tetrapods break over the target and create Stealth Rocks for foes. |
G-Max Stun Shock | Electric | ★ | ★ | Max Lightning | Toxtricity | Ranged | A gigantic electrocution guitar-smashes the target and makes all foes roll a DC10 Save: on success, Poisons that character. On failure, Paralyzes them. |
G-Max Sweetness | Grass | ★ | ★ | Max Overgrowth | Appletun | Ranged | A gigantic nectar wave drowns the target and heals the user’s and allies’ status conditions. |
G-Max Tartness | Grass | ★ | ★ | Max Overgrowth | Flapple | Ranged | A gigantic acid wave dissolves the target and Drops foes’ Evasion by -2. |
G-Max Terror | Ghost | ★ | ★ | Max Phantasm | Gengar | Ranged | A gigantic phantom horrifies and Traps the target. |
G-Max Vine Lash | Grass | ★ | ★ | Max Overgrowth | Venusaur | Ranged | Gigantic whipping vines crack the target and for 4 turns, deal 2 Ticks of damage between rounds to non-Grass-Type foes. |
G-Max Volcalith | Rock | ★ | ★ | Max Rockfall | Coalossal | Ranged | Gigantic ejecta deluge the target and for 4 turns, deal 2 Ticks of damage between rounds to non-Rock-Type foes. |
G-Max Volt Crash | Electric | ★ | ★ | Max Lightning | Pikachu | Ranged | A gigantic heavy thunderstorm strikes the target and Paralyzes all foes. |
G-Max Wildfire | Fire | ★ | ★ | Max Flare | Charizard | Ranged | Gigantic hellfire razes the target and for 4 turns, deals 2 Ticks of damage between rounds to non-Fire-Type foes. |
G-Max Wind Rage | Flying | ★ | ★ | Max Airstream | Corviknight | Ranged | A gigantic downdraft strikes the target and removes Terrain, Hazards, and foes’ Reflect, Light Screen, Mist, or Aurora Veil. |
Terastallization
With the right conditions, Trainers can use Tera Orbs to Terastallize their Pokémon — a temporary Type-boosted state marked by a crystalline appearance and a jeweled crown — with 2 requirements:
- Their Trainer has a Tera Orb.
- Their Trainer hasn’t Terastallized a Pokémon already since the last Long Rest.
Each Pokémon has an assigned Tera Type; unless the GM assigned a specific Tera Type or Tera Shards were used to change it, a Pokémon’s Tera Type is their first regular Type. Terastallization lasts for an entire battle, or until the Pokémon Faints.
- Changes the Pokémon’s Typing to the Tera Type without removing STAB from their original Types. (The Pokémon gets the Weaknesses, Resistances, and Immunities of only their Tera Type, but keep the STAB from their original Type(s).)
- Terastallized Pokémon gain STAB on Moves of their Tera Type — this stacks with STAB from their original Types.
- Moves of the Tera Type with 5 or less Power become 6 Power, as long as they don’t have Multi-strike or Priority.
- Effects (such as those from Moves like Forest’s Curse or Abilities like Protean) can’t make a Terastallized Pokémon change their Type.
Status Problems
Burned
Burned characters get -15 ATK, and they lose 1 Tick of Health between rounds.
Fire-Types can’t be burned.
Frozen
Frozen characters can’t act or move. Add a DC 15 Save Check to their first attack roll in the round to thaw. Fire damage cures freezing.
Ice-Types and targets in harsh sunlight can’t be frozen.
Paralyzed
Paralyzed characters get -10 SPE. Add a DC 5 Save Check to their first attack roll in the round. If unsuccessful, they can’t act or move.
Electric-Types can’t be paralyzed.
Poisoned
Poisoned characters lose 2 Ticks of Health between rounds.
Poison and Steel-Types can’t be poisoned.
Badly Poisoned
Characters that are Badly Poisoned lose only 1 Tick of Health the first round, but the number of Ticks doubles each round afterward. Effects that refer to Poisoned also apply to Badly Poisoned.
Confused
Confused characters add a DC 6 Save Check to their first attack roll each round. If unsuccessful, they can’t act this round, and hit themselves with a typeless Physical attack with 4 Power. This attack can’t miss or crit, and has -1 Effectiveness. On 15+, the character is cured of Confusion.
If a character has stayed Confused for 3 rounds, cure them at the end of their turn. Confusion is also cured by switching out or leaving the battle.
Flinch
Flinching characters can’t act for the rest of the round.
Infatuation
Infatuated targets add a DC 11 Save Check to their attack rolls. If unsuccessful, they cannot target the character they are infatuated with. Infatuation is cured by switching or leaving the battle.
Asleep
Sleeping characters can’t move or act. Add a DC 15 Save Check to their first attack roll in the round to wake up. If a character Sleeps for 3 or more turns, they automatically awaken at the start of their next turn.
Sleeping Trainers can’t use Orders, Items, or other actions, but their Pokemon still fight normally otherwise.
Fainted
Characters with 0 or less Health Faint. Fainted characters are unconscious, can’t move or act, and are cured of all other Status Problems.
Fainted Trainers can’t use Orders, Items, or other actions, but their Pokemon still fight normally otherwise.
Trapped
Trapped characters can’t move to other Zones, flee, or switch out.
Ghost-Types can’t be Trapped.
Items
Just as there are myriad Pokémon to find and befriend, there are many items with all sorts of effects.
Berries
Berries are small fruit that grow all over the world in all sorts of varieties. Pokémon are especially invigorated when they eat a berry, to the point where each species of Berry can have an effect in battle! Pokémon will automatically eat a Berry they hold when that Berry’s listed trigger occurs.
Balls
Poké Balls capture and store Pokémon via advanced technology. The basic Ball has a chance against most targets, but special Poké Balls add bonuses to improve your odds. Trainers with a Ball Kit can make Poké Balls out of Apricorns.
Technical Devices
Technical devices combine with a Trainer’s Pokédex to teach Moves to their Pokémon. Some Moves can only be learned this way! Technical Machines (TMs) never run out, but Technical Records (TRs) are consumed after one use.
Held Items
Held Items have effects when Pokémon hold them. Pokémon can hold one item at a time. Trainers similarly can only have one “held item” affect them mechanically at a time.
Medicines
Medicines cure characters from damage, statuses, stat drops, and even fainting. A well-prepared Trainer stocks all sorts of medicines.
Crafting Kits
Crafting Kits let Trainers make their own Items when they can’t find what they need. It’s a little more expensive, but may be worth the dependability.
Field Items
Some items have no use in battle, but do in the field. Items like these often go unappreciated by Trainers, but proper gear is vital in getting through life.
Pokémon Eggs
Two Pokémon sharing an Egg Group can make a Pokémon Egg. Eggs do not have rules for how long they take to find or hatch. Unlike the games, Eggs don’t count toward the 6-party limit.
Wild Pokémon Treasure
Wild Pokémon drop items they’ve picked up, often to distract you while they flee. Their nests may contain more items they collected.
- Berries
- Apricorns
- Shards
- Type Gems
- Herbs
- Wilds’ in-game held items
- Wings
- Mushrooms
Classes
The Trainers you play as have special skills that help them stand out from others. When a player chooses a Class, they gain Features that make their Pokémon more powerful in and out of combat.
Orders
Trainers can affect their Pokémon’s actions and results with Orders. Trainers may choose to use an Order at the same time as the Pokémon’s action. Most Orders cost AP, so don’t feel pressured to use them every turn.
(Each Class learns Orders by leveling up, but also can find new Orders to learn in the world. Try exploring and see what you can find!)
Ace Trainer
Ace Trainers focus on making their Pokémon the best they can be. On or off the battlefield, these Trainers are more in sync with their partners than anyone else. | |||
---|---|---|---|
Level 1 | |||
Signature Techniques | Ace Trainers can use Signature Techniques to modify their Pokémon’s Moves. During a Long Rest, choose one of the Pokémon’s Moves and apply one Signature Technique to it; the modified Move gets a new name and fits in any of the Pokemon's Move slots, including the Bonus Move slot. Your Pokémon can keep Signature Techniques even if they forget the original Moves. You start with the following Signature Techniques: • Categorical: Change this Move from Physical to Special, or vice-versa. • Dropical: Change which Stat this Move’s target Drops. | ||
Ace Training | You automatically succeed at checks to discern motivations of wild Pokémon, and newly-captured Pokémon under your Trainer Level will level-up to match your Level right away. | ||
Level 2 | |||
Statistical | Your Pokémon’s status moves that target others can critically hit as if they were damaging Moves (on a roll of 20, or lower with effects that modify Crit Rate, etc.). When a Status Move critically hits, it becomes Physical or Special (player’s choice) with a Power of 1 and keeps its effects. | ||
Together Orders | 1 AP. Your Pokémon spends your character’s AP to fuel their next Move this round. | ||
Ace Orders | At the beginning of the round, move your Pokémon’s Boosts in one stat to another stat for 2 AP per +5. | ||
Level 3: Class Evolution! | |||
Ace Trainer evolves at Level 3 into the Lancer, Fencer, or Trickster subclasses. Lancers focus on unyielding offense, Fencers focus on defensive momentum, and Tricksters focus on swift cunning. | |||
Lancer | Fencer | Trickster | |
Lancers charge headlong into challenges and never let up. Their strategies focus on Attack, Special Attack, and not letting anything slow them down. | Fencers endure hardship and shoulder burdens so their friends don’t have to. Their strategies focus on Defense, Special Defense, and drawing in attacks. | Tricksters keep everybody guessing, acting before anyone can figure them out. Their strategies focus on Speed and change with opponents’ decisions. | |
Expand your available Signature Techniques to include the following from the subclass you have: | |||
Lancer Techniques | |||
Gamblical | If it doesn’t miss, this Move Critically Hits on 1–4. | ||
Desparatical | This Damaging Move drops its AP cost to 0 and gains Recoil ½. (Add this to any Recoil it might already have.) | ||
Fencer Techniques | |||
Aggrical | This Move restores its AP cost to the user’s allies on 1–4 even if it misses. | ||
Gainical | Change the HP Loss this Move inflicts on a target into healing for the target. | ||
Trickster Techniques | |||
Effectical | If it doesn’t miss, this Move’s secondary effect triggers on 1–4. | ||
Statical | Change which Stat this Move boosts. If the Move boosts multiple Stats, only change one of them. | ||
Level 4 | |||
Boostable | Your Pokémon can use a Stat-Boosting Move to affect their next Skill Check. | ||
Lancer | |||
Sword Orders | 2 AP. At the beginning of the round, your Pokémon loses 1 Tick and adds the equivalent amount as extra damage to their Move. | ||
Fencer | |||
Shield Orders | 2 AP. Choose an ally. Moves targeting that ally this round target your Pokémon instead. | ||
Trickster | |||
Crown Orders | 1 AP. If a foe switches this round, then you may also switch your Pokémon at the end of the round. | ||
Level 5 | |||
Lancer | |||
Unstoppable | If a foe Protects against your Pokémon's Move, they still lose 3 Ticks. | ||
Fencer | |||
Immovable | Whenever your Pokémon finishes a round without being targeted by a foe, it restores a Tick of HP and 2 AP. | ||
Trickster | |||
Uncatchable | Your Pokémon always win Speed ties. | ||
Level 6 | |||
Expand your available Signature Techniques to include the following from the subclasses you have: | |||
Lancer Techniques | |||
Hurtical | If this Move would heal your Pokémon, it changes into a 1 AC Contact Move that inflicts HP Loss equal to the amount the user would heal. | ||
HitSpreadical | Change this Move from Multi-Strike to Foes in Zone or vice/versa. | ||
Fencer Techniques | |||
Resistical | The user resists this Move’s Type one step further for the rest of the round. | ||
StatSpreadical | This Status Move that drops Stats becomes Foes in Zone and increases its AP Costs by +2. | ||
Trickster Techniques | |||
Problical | This Move also inflicts any status problems the user has on the target. | ||
Spreadical | Change this Move from Multi-Strike to Foes in Zone or vice/versa. | ||
Rank 7 | |||
Lancer | |||
Bullseye Orders | 5 AP. Your Pokémon's Move becomes Delayed, but also gets +1 Effectiveness if it's Resisted. | ||
Lancible | Your Pokémon treat any Athletics or Intensity Check result of 9 or lower as 10. | ||
Fencer | |||
Stalling Orders | 5 AP. Your Pokémon cannot faint until the end of the round even if it goes to 0 HP. | ||
Fencible | Your Pokémon treat any Endure or Bluster Check result of 9 or lower as 10. | ||
Trickster | |||
Compensate Orders | 3 AP. If your Pokémon has a stat Dropped this round, boost any other stat by half the amount. | ||
Trickstable | Your Pokémon treat any Acrobatics or Deception Check result of 9 or lower as 10. | ||
Rank 8 | |||
Combo Skills | You and your Pokémon can add your Skill Ranks together when you help each other make a Skill Check. | ||
Rank 9 | |||
Expand your available Signature Techniques to include Speedical and the following from the subclasses you have: | |||
Speedical | This Move gains Priority and can only be used once per battle. | ||
Lancer | |||
Chargical | Change this Move from Exhausting to have a setup turn or vice/versa. | ||
Fencer | |||
Savical | This Move always passes save checks against status problems. | ||
Trickster | |||
Changical | This Move changes from boosting the user’s Stat to dropping the target’s Stat, or vice/versa. | ||
Rank 10 | |||
Mega Bond | Once per Long Rest, you can Mega Evolve your Pokémon without holding a Mega Stone or Key Stone. |
Athlete
Athletes take care of their Pokémon and themselves as a team, building their body and mind to the limit. They won’t be left behind as their Pokémon grow in strength. | |||
---|---|---|---|
Rank 1 | |||
Athlete Moves | Focus Energy, Work Up, and Court Change | ||
Athlete | You can lift and throw any Trainer that does not have Pokémon protecting them without a check. | ||
Rank 2 | |||
Push Through | Whenever your Pokémon’s Stats would be Dropped, instead Drop the Stats at the end of the round. | ||
Relax Orders | 1 AP. If your Pokémon is not targeted by a Move this round, they gain 3 AP. | ||
Stretch Orders | 2 AP. Choose a foe. That foe can use a self-targeting Move for free at the beginning of the round. If it does, your Pokémon can also use a self-targeting Move for free at the beginning of the round. | ||
Rank 3: Class Evolution! | |||
Athletes evolve at Level 3 into Coaches, Hikers, or Martial Artists. | |||
Coach | Hiker | Martial Artist | |
Coaches train to be the best at commanding their Pokémon, and assist others when they’re around. They love to give Orders and feel invested in the entire party’s performance. | Hikers use their training to go anywhere in the world and see sights nobody else has. They can survive in any environment, and can even bring memories of those places into the battle. | Martial Artists are a rare breed that hone their bodies so far that they can be evenly-matched with Pokémon. They’re licensed to join their teammates on the field. | |
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Coach | |||
Coach Moves | Psych Up, Helping Hand, Lucky Chant | ||
Hiker | |||
Hiker Moves | Sandstorm, Sunny Day, Rain Dance, Snowscape | ||
Martial Artist | |||
Martial Artist Moves | Karate Chop, Seismic Toss, Feint | ||
Level 4 | |||
Coach | |||
Cheer Orders | 2 AP. Choose an Order given by an allied Trainer or yourself this round. That Order applies to all allies this round. | ||
Combo Orders | 1 AP. If your Pokémon uses the same Move as an ally this round, they both gain Advantage on the attack roll. | ||
It's In You! | You can invert an ally’s negative Skill Rank for one minute if you have a minute beforehand to pump them up. | ||
Hiker | |||
Field Sync Orders | 2 AP. Your Pokémon’s Move this round changes to the Type associated with the Zone’s terrain or weather (your choice) for the rest of the battle. | ||
Pickup | Once per Long Rest, you may roll on the Pickup Ability table and add or subtract your Endurance skill to modify the result. | ||
Martial Artist | |||
Bonding Orders | 1 AP. Any status problems or stat drops inflicted on your Pokémon this round affect you instead. If you already have the status problem, your Pokémon is still affected. | ||
Battle Pals | You can substitute your social skills with their respective physical skills if you have battled the target. | ||
Level 5 | |||
Coach | |||
Double Play | You can use two Orders in the same round. | ||
Hiker | |||
Parasol | Any immunity an ally on the field has to damage from Hail and Sandstorm extends to the entire party. | ||
Martial Artist | |||
Fighter | You can register yourself as a member of your Team in addition to your 6 Pokémon. You have 5 Move Slots and your Moveset is your Class’ Bonus Moves. | ||
Level 6 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Coach | Coaching, After You, Entrainment | ||
Hiker | Dig, Surf, Fly | ||
Martial Artist | Darkest Lariat, High Jump Kick, Endure | ||
Rank 7 | |||
Coach | |||
Rival! Orders | 1 AP. Choose a foe Trainer. You and the Trainer can use each other's Orders for the rest of the battle. | ||
Time Out! Orders | 5 AP. When the round’s choices are revealed, they are also wiped away. All choices must be made again. The AP cost for this Order is still consumed. | ||
Responsibility | If an ally suffers consequences from a failed Skill Check, you can suffer those consequences instead. | ||
Hiker | |||
Fleet Feet Orders | 5 AP. Your Pokémon’s Bonus Move gains Priority this round. Your Pokémon can move 2 Zones for free before their turn if they use a Bonus Move. | ||
Guide | You and your Pokémon can clear the way for other Trainers. Travel obstacles that require a skill check are wiped away whenever you beat the DC by 5 or more. | ||
Martial Artist | |||
Tag In Orders | 2 AP. You switch with your Pokémon at the end of the round. | ||
Reckless Behavior | If you or your Pokémon take damage outside of battle and are not brought to 0 HP, the damage is healed. | ||
Rank 8 | |||
Coach | |||
Go Team! | Once per Long Rest, you can inspire any amount of allies to redo a Skill Check. | ||
Hiker | |||
Got All I Need | You and your party can take a Long Rest anywhere, no matter the environment. | ||
Martial Artist | |||
Goof | You can intentionally fail a Social skill check before rolling. If you do this, you gain Advantage on any one other Skill check made before your next Long Rest. | ||
Rank 9 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Coach | |||
Baton Pass, Instruct, Ally Switch | |||
Hiker | |||
Electric Terrain, Grassy Terrain, Misty Terrain, Psychic Terrain | |||
Martial Artist | |||
Storm Throw, Focus Punch, Protect | |||
Rank 10 | |||
Coach | |||
Lead Cheer | Once per Long Rest, you can give all allies Advantage on all rolls made that round. | ||
Hiker | |||
Strange Weather | Once per Long Rest, when you change the weather the previous weather does not go away. | ||
Martial Artist | |||
All Together | Once per Long Rest, you can add Parental Bond to your Starter Pokémon’s Ability between rounds. |
Caretaker
Caretakers don’t focus on the moment-to-moment, but on healthy growth. They use accessories and special techniques to ensure their Pokémon are always at their very best. | |||
---|---|---|---|
Rank 1 | |||
Caretaker Moves | Hidden Power, Growth | ||
Caretaker | Your Pokemon can use Moves outside of combat for 0 AP. | ||
Rank 2 | |||
Nurtured Natures | Your Pokémon’s Natures double their skill changes (±6 instead of ±3). | ||
Battle Pickup Orders | 1 AP. During combat, if your Pokémon is not holding an Item, roll d20 at the beginning of the round. Your Pokemon picks up an Item based on the result. 1–5: Heart Scale (How lucky!) 6–10: Berry Juice (Heals 20 HP below 3 Ticks.) 11–15: Focus Sash (Can't be KO'd in one shot) 16+: Red Card (switches out after damage) | ||
Amie Orders | 2 AP. At the beginning of the round, you lose 2 Ticks and your Pokémon heals 2 Ticks. | ||
Rank 3: Class Evolution! | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Caretaker Moves | Return, Frustration | ||
Caretakers evolve at Rank 3 into Chefs, Stylists, or Artists. | |||
Chef | Stylist | Artist | |
Chefs excel at cooking up nutritious meals for their partners. A healthy breakfast is the strongest way to start the day, and they often take care of even their human partners. | Stylists groom their Pokémon and accessorize them with the latest fashions. A Pokémon feels their best when they look their best, and items only help. | Artists focus on the big picture, composing their team as if they were one. Their team is a statement, not just a strategy. | |
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Chef | |||
Sweets | Once per Rest, Chefs can create a Sweet. Sweets are eaten when the holder’s HP drops below 3 Ticks. Any feature or Order that references Berries also applies to Sweets. • Berry: Crit +3 • Love: Save +3 • Flower: Effect +3 • Clover: Evasion +3 • Star: Accuracy +3 • Strawberry: Can be used on a Berry or Sweet to change its trigger to: “HP below 5 Ticks”. • Ribbon: Can be used on a Berry or Sweet to change its trigger to: “hit by a Super-Effective Move”. | ||
Stylist | |||
___ | |||
Accessorize | Once per Rest, a Stylist can create an Accessory. An Accessory held by a Stylist’s Pokémon emulates one of the holder’s Abilities that the holder does not already have. | ||
Artist | |||
Artist Moves | Sketch | ||
Theme Team | You can have a 7 Pokémon team as long as all 7 Pokémon share a theme decided by you and the GM (‘eeveelutions’, ‘pink’, ‘snakes’, ‘christmas’, etc.) | ||
Level 4 | |||
___ | |||
Chef | |||
Waste Not Orders | 1 AP. If your Pokémon faints or switches out this round, it swaps its Held Item with its replacement. | ||
Agriculture | Whenever you find Berries in the wild, double the amount procured. | ||
Stylist | |||
Waste Not Orders | 1 AP. If your Pokémon faints or switches out this round, it swaps its Held Item with its replacement. | ||
Weaver | You can create any outfit given a minute to prepare and automatically succeed Skill Checks to swap outfits instantly. | ||
Artist | |||
My Style Orders | 1 AP. If your Pokémon’s Move is resisted by the target even after Abilities, it costs 0 AP. | ||
Artisan | You can create representative depictions of anything you’ve seen before in seconds. | ||
Level 5 | |||
Chef | |||
Recipe | You can combine two berries with the same trigger into a single edible item you name. If a Pokémon aside from your own consumes this “berry”, they gain one effect of your choice. | ||
Stylist | |||
Wardrobe | Your Pokémon can hold two Held Items at once. They are treated like a single Held Item with both effects. | ||
Artist | |||
Palette | When you catch a Pokémon, you can add +1 to all its Social Skills, +2 to 2 Social Skills, or +3 to 1 Social Skill. You may also adjust the Social Skills of any previously-acquired Pokémon when you take this Feature. | ||
Level 6 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Chef | Recycle, Stuff Cheeks | ||
Stylist | Bestow, Fling | ||
Artist | Doodle | ||
Rank 7 | |||
Chef | |||
Eat Up Orders | 3 AP. Your Pokémon immediately eats any edible item it’s holding at the beginning of the round. | ||
Professional | Chefs can set up a fine dining experience for at least 4 in under a minute and are never without the tools to do so, even if they lack a Bag. | ||
Stylist | |||
Henshin! Orders | 3 AP. At the beginning of the round, your Pokémon switches its Held Item with one from your Bag. | ||
My Brand | Your Pokémon uses your Social Skill Ranks for Skill Checks if it is wearing an outfit of your choice. | ||
Artist | |||
Uniform Orders | 3 AP. For each Pokémon on your team that also knows the Move your Pokémon uses this round, add +1 to the attack roll. | ||
Clout | You get Advantage on Social Skill Checks made with Trainers who own a Pokémon matching your team’s theme. | ||
Rank 8 | |||
Chef | |||
Well-Balanced Breakfast | Once per Long Rest, you can turn any failed Physical Skill Check into a success by eating a berry. | ||
Stylist | |||
Influencer | Once per Long Rest, any ally can use your Skill Ranks for a Skill Check if they are wearing something you made. | ||
Artist | |||
One for All | Once per Long Rest, when your Pokémon makes a Skill Check you can also add the Skill Ranks of every other Pokémon on your team in the same evolutionary family. | ||
Rank 9 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Chef | |||
Teatime, Belch | |||
Stylist | |||
Switcheroo, Thief | |||
Artist | |||
Reflect Type? Psych Up? Decorate? Splash? | |||
Rank 10 | |||
Chef | |||
Appetizer | Once per long rest, you may feed your Starter Pokémon a berry before battle starts that takes effect when it enters battle. | ||
Stylist | |||
Fashionability | Your Starter Pokémon can wear an Accessory without using a Held Item slot. | ||
Artist | |||
Inspiration | Once per Long Rest, your Pokémon may forget its Bonus Move and relearn Sketch between rounds. |
Hooligan
Hooligans love to bend and push the limits on what’s allowed. They’re not necessarily bad, but they certainly don’t follow the same rules as everybody else. | ||
---|---|---|
Rank 1 | ||
Hooligan Moves | Low Kick, Covet, Taunt | |
Hooligan | You can tell how much money a person holds at a glance and can roll a DC5 Intuition check for GM to identify at least 1 Item in their bag, plus an additional item for every 5 you beat the check by. | |
Rank 2 | ||
Rogue | Your Pokémon can pick up and steal Items even if it already has a Held Item. The new Item goes into your Bag immediately. | |
You Too Orders | 2 AP. If a foe used a Foes in Zone Move last round, your Pokemon can use that Move this round for 2 less AP. | |
Pull Down Orders | 1 AP. At the end of the round, drop one of your Pokemon’s stats by -5. A foe of your choice Drops by the same amount. (Stats Dropped past 0 are still 0.) | |
Rank 3: Class Evolution! | ||
Hooligans evolve at Rank 3 into Roughnecks or Scoundrels. | ||
Roughneck | Scoundrel | |
Roughnecks are tough and tumble rough business. They put everything they have into protecting their friends, but have no qualms about exploiting advantages. | Scoundrels love to try and experiment with what they can get away with. Their rules are different from everybody else’s, for better or worse. | |
Expand your available Bonus Moves to include the following from the subclass you have: | ||
Roughneck | ||
Brutal Swing, Rage, Scary Face | ||
Scoundrel | ||
Substitute, Nasty Plot, Fake Tears | ||
Rank 4 | ||
Roughneck | ||
Loom Orders | 2 AP. Your Pokémon gains maximum bonus damage on any foe shorter than it this round. | |
Breaker | All inanimate objects take Super-Effective damage from you and your Pokémon. | |
Scoundrel | ||
Copycat Orders | 3 AP. Name an Order. If anybody in the battle knows that Order, you use it this round for 0 AP. | |
Disguise | You can disguise yourself as other Trainer classes. This disguise uses Composure, and is usually contested through Insight. | |
Rank 5 | ||
Roughneck | ||
Hard Knocks | Your Pokémon recover 1 AP whenever their Move misses or fails, and their Missed Moves do not cost AP. | |
Scoundrel | ||
Subversive | Whenever your Pokémon Drops a foe’s Stats (outside of inflicting Status Problems), your Pokemon heals 1 Tick for every target Dropped. | |
Rank 6 | ||
Expand your available Bonus Moves to include the following from the subclasses you have: | ||
Roughneck | ||
Beat Up, Breaking Swipe, Obstruct | ||
Scoundrel | ||
Sucker Punch, Flatter, Parting Shot | ||
Rank 7 | ||
Roughneck | ||
Max Mox Orders | 3 AP. If your Pokémon faints a foe this round, they copy that foe’s Boosts/Drops. | |
Rough Aura | Once per Long Rest, you can whip all characters in a scene into a frenzy to the point they must battle. | |
Scoundrel | ||
Kidding Orders | 2 AP. After choices are revealed, one ally of your choice (including your Pokémon) can use a different Move than originally chosen this round. | |
Scoundrel Aura | Once per Long Rest, you can make a character forget a conversation they had with you. Anything they learned or decided from the conversation is attributed to other sources. | |
Rank 8 | ||
Roughneck | ||
Nirvana | Once per Long Rest, you can turn any failed physical skill check into a success through violence. | |
Scoundrel | ||
Bribery | Once per Long Rest, you may pay 500₽ to change a failed social skill check into a success. | |
Rank 9 | ||
Expand your available Bonus Moves to include the following from the subclasses you have: | ||
Roughneck | ||
Lash Out, Wring Out, Quash | ||
Scoundrel | ||
Burning Jealousy, Trick Room, Memento | ||
Rank 10 | ||
Roughneck | ||
Mega Theft | Once per Long Rest, if your foe uses Mega Evolution your Pokémon also Mega Evolves without a Mega Stone or counting against the 1 per battle limit. | |
Scoundrel | ||
Z-Theft | Once per Long Rest, if your foe uses a Z-Move you can also upgrade your Pokémon’s Move into a Z-Move without a Z-Stone or counting against the 1 per battle limit. |
Performer
Life is a performance, and Performers are ready to make it their best. Rather than treating every conflict as a battle, they see any challenge as an excuse to show off. | ||
---|---|---|
Rank 1 | ||
Performer Moves | False Swipe, Laser Focus, and Copycat | |
Performer | Your Social Skill Checks gain advantage if there is more than a single target. | |
Rank 2 | ||
Inspiring | Your Pokémon’s self-targeting Moves can target an ally in the same Zone instead. | |
Appeal Orders | 2 AP. This round, all Moves cost 2 less AP. | |
Introducing! Orders | 2 AP. Any ally other than your Pokémon that switches in next round can also use a self-targeting Move. | |
Rank 3: Class Evolution! | ||
Performers evolve at Rank 3 into Musician or Star. | ||
Musician | Star | |
Musicians influence the world through tunes, making art that can change the heart. They communicate with their friends through a purely emotional method. | Stars were born to be seen and heard. They live in the spotlight, and know how to use that attention to get whatever they need. | |
Expand your available Bonus Moves to include the following from the subclass you have: | ||
Musician | ||
Disarming Voice, Sing, Metal Sound | ||
Star | ||
Speed Swap, Mimic, Metronome | ||
Rank 4 | ||
Musician | ||
Celebrate Orders | 3 AP. An ally of your choice gains 3 AP at the beginning of the round. | |
Busking | You automatically succeed on Skill Checks to attract or repel a crowd. This even works on wild Pokémon outside of battle. | |
Star | ||
Copycat Orders | 3 AP. Name an Order. If anybody in the battle knows that Order, you use it this round for 0 AP. | |
Disguise | You can disguise yourself as other people. This disguise uses Composure, and is usually contested through Insight. | |
Rank 5 | ||
Musician | ||
Critically Sung | When you roll a critical hit on a Move that isn’t Always a Critical Hit, you can choose to not take the critical damage bonus in order to turn an ally's Move next round into a critical hit. | |
Star | ||
Critically Starring | When your ally's Pokémon rolls a critical hit, your Pokémon gets +5 on its attack roll next round. | |
Rank 6 | ||
Expand your available Bonus Moves to include the following from the subclasses you have: | ||
Musician | ||
Quiver Dance, Swords Dance, Revelation Dance | ||
Star | ||
Heart Swap, Yawn, Spotlight | ||
Rank 7 | ||
Musician | ||
Revmix Orders | 1 AP. Revelation Dance matches the user’s second Type this round. | |
Closing Act Orders | 1 AP. Lunar Dance heals all allies switched in next round. | |
With Feeling Orders | 1 AP. Quiver Dance raises ATK/DEF instead of SATK/SDEF. | |
King's Dance Orders | 1 AP. Swords Dance raises DEF instead of ATK. | |
Musically-Inclined | You can add your highest Social Skill Rank to any Social Skill Check as long as you are playing music as it is made. | |
Star | ||
Stakes Orders | 5 AP. All Stat Boosts/Drops this round receive an extra ±5. | |
Stage Cue | If nobody is looking at you, you can appear in any other space within eyesight without explanation. | |
Rank 8 | ||
Musician | ||
Intermission | Once per Long Rest, you can cure all status conditions and damage caused outside of battle for the entire party. | |
Star | ||
Diva | You can intentionally fail a Physical skill check before rolling. When you do this, you can automatically pass any one other Skill check made before your next long rest. | |
Rank 9 | ||
Expand your available Bonus Moves to include the following from the subclasses you have: | ||
Musician | ||
Lunar Dance, Perish Song, Relic Song | ||
Star | ||
Role Play, Encore, Substitute | ||
Rank 10 | ||
Musician | ||
Duet | Once per Long Rest, your Trainer can also use a Bonus Move for free. This Move applies at the end of the round and applies any Stat Boosts to your Pokémon. Revelation Dance’s Type used this way is Normal. | |
Star | ||
The Star | You can switch in your Starter Pokémon between rounds. |
Researcher
Researchers spend their time studying and learning. They’re experts in their field, improving the world through knowledge and patience. | |||
---|---|---|---|
Rank 1 | |||
Researcher Moves | Swift, Lock-On, and Copycat | ||
Researcher | When you enter a named location, make an Insight check. The GM recalls one interesting fact for every 10 DC. | ||
Rank 2 | |||
Deep Study | Your Pokémon gain a 5th regular Move slot. | ||
Learn Orders | 1 AP. Choose a target. You learn one Move or Order the target has yet to use. | ||
Understudy Orders | 1 AP. Your Pokémon’s Move is Delayed, but uses the highest Attack Roll made by an ally this round. | ||
Rank 3: Class Evolution! | |||
Researchers evolve at Level 3 into Doctors, Engineers, or Pokéologists. | |||
Doctor | Engineer | Pokéologist | |
Doctors ensure that in a world full of battle, nobody needs to get too hurt. They find the body an amazing world of discoveries all on its own. | Engineers are masters of items and devices. They can supplement any shortcomings with truly incredible technology of the future! | This world is widely inhabited by mysterious creatures called Pokémon! Pokémon have mysterious powers. They come in many shapes and live in many different places. Pokéologists want to learn about them all. | |
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Doctor | |||
Doctor Moves | Acupressure, Rest, Life Dew | ||
Engineer | |||
Engineer Moves | Magnet Rise, Autotomize, Gravity | ||
Pokéologist | |||
Pokéologist Moves | Smart Strike, Block, Imprison | ||
Level 4 | |||
Doctor | |||
Learn Medic Orders | 1 AP. Choose a target. You learn the target’s current HP, two highest Skills, and one Move or Order the target has yet to use. This Order replaces Learn. | ||
Doctor's Orders | 2 AP. Choose a character. The target automatically fails any saving throws this round, but is cured of all status problems at the end of the round. | ||
Medical History | You can tell what a patient has been up to by analyzing their health. Choose a target, make an Insight check, and the GM recalls one fact about the target's history per 10 DC. | ||
Engineer | |||
Learn: Systems Orders | 1 AP. Choose a target. You learn one Item the target is holding, the value of 1 Skill of your choice, and one Move or Order the target has yet to use. This replaces Learn. | ||
Technology! Orders | 2 AP. Choose a foe. That foe can use an Item for free at the beginning of the round. If they do, you can also use an Item for free at the beginning of the round. | ||
Gadgeteer | You can create single-use machines given one minute to prepare. These machines do not sell for much. | ||
Pokéologist | |||
Learn: Pokéologist Orders | 1 AP. You learn a target’s Abilities, two lowest Skills, and one Move or Order the target has yet to use. This Order replaces Learn. | ||
Experiment Orders | 3 AP. If your Pokémon uses the same Move as last round, it gains maximum bonus damage on the attack roll. | ||
Professor | You have encyclopedic knowledge of Pokémon. Make an Insight check, and the GM provides 1 interesting fact per 10 DC. | ||
Level 5 | |||
Doctor | |||
Overheal | Your Pokémon can be healed over their Maximum HP by Items during battle. This extra HP goes away when the battle is over. | ||
Engineer | |||
Out of Beta | Your Pokémon’s Moves learned from Technical Devices cost 1 less AP. | ||
Pokéologist | |||
Natural Efficiency | Your Pokémon’s Moves learned from leveling up cost 1 less AP. | ||
Level 6 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Doctor | |||
Mist, Heal Pulse, Healing Wish | |||
Engineer | |||
Shift Gear, Magnet Bomb, Iron Defense | |||
Pokéologist | |||
Disable, Assist, Heal Block | |||
Rank 7 | |||
Doctor | |||
Diagnostic Orders | 5 AP. You can use any Item that restores HP or AP at the end of the round in addition to your turn. | ||
First Aid | You can save friends from themselves. If an ally faints from damage outside of battle, you can revive them at 1HP with any Item that restores HP. | ||
Engineer | |||
X-Shield Orders | 3 AP. If your Pokémon holds an X-Item, its corresponding Stat cannot Drop past +0 for the rest of the battle. | ||
Technical Orders | If your Pokémon holds a TM, the device can be activated as your Move. The TM has 0 attack stats and no Type. | ||
Box Link | You can switch Pokémon from your PC Storage System during any Rest. | ||
Pokéologist | |||
Derivative Orders | 5 AP. At the beginning of the round, your Pokémon gains +1 Resistance to any Types that damaged it last round. This lasts until the battle ends or you use this Order again. | ||
Strong Results | You help Pokémon become their platonic ideal. Your Pokémon gain an extra bonus equal to their Level if they make a Skill Check they would be considered talented in. | ||
Rank 8 | |||
Doctor | |||
Medical Care | You can stabilize fainted Pokémon or Trainers enough for them to make skill checks, but they cannot participate in combat. | ||
Engineer | |||
Team Preview | You can preview a Trainer's team inside their Pokeballs with an Insight check (one creature per 10 DC). Targets can resist this with Bluster/Deception if they know it’s happening. | ||
Pokéologist | |||
Talk to the Pokémon | You can imitate the cries of Pokémon and can understand basic concepts from their speech. | ||
Rank 9 | |||
Expand your available Bonus Moves to include the following from the subclass you have: | |||
Doctor | |||
Purify, Safeguard, Heal Block | |||
Engineer | |||
Steel Roller, Techno Blast, Self-Destruct | |||
Pokéologist | |||
Snipe Shot, Simple Beam, Haze | |||
Rank 10 | |||
Doctor | |||
Emergency Care | Once per Long Rest, you can revive all Pokémon on your team that were fainted before battle begins with 1 HP. | ||
Engineer | |||
Vendor Buff | Once per Long Rest, you can use one Item before battle begins. | ||
Pokéologist | |||
Team Study | Your Pokémon can learn Bonus Moves from your allied Trainers. |
Type Expert
Type Experts specialize to become absolute masters of a specific style. They embody their types in philosophy and combat. Every Type’s Expert has different enough features to be an entirely new class, so check a list of them here.
GM Advice
https://docs.google.com/document/d/1KHjBwldxyMlyvWVJvMsy-0yU7XPH1XG6NNgFR7frBK0/edit
TODO:
- Example ways to build encounters with synergy: Own Tempo boss with Swaggering/Flattering teammates, Neutralizing Gas + drawback Abilities
- Advice for how and when players and GMs should work together to establish new Talents and Flaws (wild pokemon with a story behind them can come with them, repeated success or failure at given tasks, etc.)
The GM has many responsibilities for how a game will be played. Hard or easy encounters? Familiar content or new faces? A single-session adventure or a long-term campaign? Will challenges focus on combat, exploring new areas, and/or overcoming social obstacles?
These questions can be overwhelming; there is no denying that GMing requires more responsibility and planning than playing. Hopefully this section helps.
The GM’s Founding Facts
Pokémon: Tabletop Version has a few principles to guide solving problems and general gameplay:
Players come first. The story, characters, and game system are fictional and can be changed on a whim. But the players are the reason everybody is coming together, so the GM’s first responsibility is to keep the game fun for everyone.
The GM is also a player. If running the game is not fun for you, then the game is not working. Consider your own needs when planning and running games.
Behavior changes through communication, not mechanics. If a player’s actions make someone uncomfortable or upset, it’s easy to want to punish the player in-game. This almost never solves the problem, instead usually causing more frustration for everybody. Instead, talk to the player. If an agreement can’t be reached, no rules or mechanical changes can keep the table from a bad experience.
GM Content
This section is for GMs who want to put battles in their game unrestricted by the player character template. Special rules and non-player characters help make a world bigger than players can see, and they can also provide an appropriate challenge to your players without first requiring you to be better at character-building than them.
Special NPCs
The world is filled with all sorts of people. These are examples of characters with special mechanical traits outside of battle. It can also be fun to make your own!
- Move Tutors can teach Moves to Pokemon. Most Move Tutors specialize in certain kinds of Moves: they may focus on one Type, a certain AP cost, or even one single Move! Most Move Tutors ask for pay equivalent to a Technical Record.
- Order Tutors can teach Tutor Orders to players.
- Medical staff can heal players’ teams instantly, even outside Pokemon Centers.
- Ride Rangers can rent players Poké Rides and register Pokémon to Ride Pagers.
- Vendors always have something to sell, and may purchase players’ items.
Disloyal Pokemon
If a Pokemon doesn’t respect its Trainer, it’s unreliable. There are no rules for when a Pokemon becomes loyal or disloyal; instead it’s a storytelling tool for the GM and players.
At the start of a disloyal Pokemon’s turn, roll d20 (if the Pokemon’s action already involves a d20 roll, like an attack roll or skill check, you can reuse it):
Result | Action |
---|---|
≤5 | The Pokémon actively sabotages the battle. (Takes any form the GM decides, from self-inflicting Confusion or Sleep to targeting allies.) |
6–10 | The Pokémon makes no action. |
11–15 | The Pokémon ignores specific orders, but battles the requested target in a different way. |
≥16 | The Pokémon acts as requested. |
Building Encounters
There is no guaranteed formula for fairness; a battle’s difficulty relies on luck, tricks, team composition, and other factors that are difficult to objectively calculate. However, we can form a rough estimate with a Level Budget.
When building an encounter with a Level Budget, add your Players’ Levels together, then multiply that total by how many Pokemon you want them to each use. The result is how many total enemy Levels to pit against the players.
As an example, say you have three Level 2 players and you want them to use 2 Pokemon each:
With this Level Budget of 12, you can make:
- Six Level 2 enemies
- Or three Level 4 enemies
- Or one Level 6 enemy and three Level 2 enemies
- Or any other combination you think makes for an interesting battle
Special Battlefield Conditions
- Thunderstorm: Rain + Electric Terrain
- Growing Season: Sunny Day + Grassy Terrain + Water Sport
- Habūb: Sandstorm + Mud Sport + Gravity (severe dust storms ground airplanes)
- Freezing Rain: Hail + Snow + Rain + Gravity (freezing rain grounds airplanes)
- Morning Dew: Misty Terrain + Mist + Fire/Water Pledge rainbow
- Treacherous Earth: Stealth Rock + Spikes
- Typhoon: Heavy Rain + Strong Winds simultaneously
- Magnetic Distortion: Electric Terrain + Light Screen (+ Magnetic Flux/Magnet Rise?)
- Junkyard: Toxic Spikes + Steel Spikes (a la G-Max Steelspike)
- Boreal Storm: Hail + Snow + Aurora Veil
- Putrid Bog: 2 Layers of Toxic Spikes + Grass/Water Pledge terrain
- Smog Warning: Fog + all non-Poison Types are Poisoned
- Windfall: Tailwind + Lucky Chant
- Pea Soup: Misty Terrain + Fog
- Volcanic Eruption: Extremely Harsh Sunlight + Fog + Sandstorm + Toxic Spikes + Stealth Rock
- New Moon: Midnight + Fog + Shadowy Aura
Zone Actions
The world of Pokemon can be as fantastic and dangerous as the creatures inhabiting it. This can manifest in combat through Zone Actions, where something outside of characters affects the battlefield.
Zone Actions need an effect (such as damage, a Status, forced movement, etc.) and a trigger (a strong wind, entering a Zone with a hidden tile, a Foes in Zone move, end of the round, etc.)
Examples:
- A net of logs breaks from a Foes in Zone Move, using Wood Hammer on All in Zone.
- A weak floor cracks open if a Ground Move is used, splitting a Zone into two.
- A flash flood rushes through a Zone at the end of the round, forcing Pokemon to switch out or be washed away.
- A gear spins at the end of the round, flinging a Pokemon into another Zone.
- A pipe bursts after an Ice Move, flooding caustic fluid that Poisons All in Zone.
- A fire sprinkler system activates after a Fire Move, giving Zones inside the building the Heavy Rain weather.
If you’re having trouble coming up with Zone Actions, try looking at video games in other genres and how their environment affects the gameplay.
NPC Trainers
Anybody in the Pokémon world can call themselves a Trainer, and your players can meet a wide variety of people ready to battle. Non-player character (NPC) Trainers can use Orders and Features that player characters cannot, and are designed to be fun battles at any level.
- NPC Trainers don’t always have their own Pokemon, and can appear to help the party (or opponents) purely through their Orders.
- NPCs can show up to Cheer for their favorite team to win.
Boss Pokémon
Some Pokémon are strong enough to need special rules for them challenging an entire party. (They do this by secretly being multiple characters acting as one.) To make a Boss Pokémon, use this template.
There should be an obvious signal if the Boss can’t be caught. You may lift this restriction later, but please telegraph the change for your players’ sake.
TODO that thing where bosses have extra unstealable item slots to avoid the High Plains+Harker paradox. Actually, should we just let GMs pick from a pool of Traits for bosses? Something like:
- Gigantic: the Boss’s single-target Moves become Foes in Zone and the Boss resists single-target Moves.
A Boss has a number of turns equal to the number of opposing combatants. (Each extra turn adds the Boss’s Level to a Level Budget.)
- The boss’s first turn happens normally based on the Boss’s SPE.
- The Boss's next turn happens after one of its opponents takes a turn. Repeat for remaining Boss turn for each opponent’s turn.
- If there are more leftover Boss turns than opposing turns left in the Round, the Boss takes the leftover turns in a row.
Bosses can’t be forced to switch out or flee against the GM’s wishes.
Bosses lose only one turn each round for each turn-denying status: Sleep, Frozen, Paralysis, Confusion, Infatuation, Flinch. (If that’s hard to imagine, say the Boss is drowsy, chilled, or otherwise partially-affected.)
Bosses multiply their Max AP by their number of turns.
For each turn the Boss has, it gains a Health Bar equal to its Max HP. When a Health Bar is depleted, any effects that trigger off the Boss fainting happen (like Moxie or Fell Stinger) and a special effect of your choice happens:
- Cure the Boss of a Status Problem.
- The Boss restores any Dropped Stats.
- The Boss changes its Abilities. If a new Ability triggers on entering battle, trigger it now.
- The Boss creates weather or terrain for 5 rounds.
- The Boss unleashes an effect of your own creation, like an unlocked Move or new tactic. (Recommended for the final Health Bar.)
Variant: Alpha
Large, dominant wild Pokémon that have flown into an aggressive rage.
- Alphas’ Wild Might gives them +10 to each Stat and halves the amount of HP loss they take from indirect damage sources, like Poison or Hazards. (They lose Wild Might when captured.)
- If a Poké Ball fails to capture them, Alphas get angrier and Boost their ATK, DEF, SATK, and SDEF by +10 each.
- Alphas know a Bonus Move from their Tutor Moves.
- Alphas can use Strong/Agile styles of any of their Moves. (See Surveyor for how those work.)
- Alphas are twice as tall and twice as heavy as usual for their species.
Variant: Max Raid
In a Max Raid, Dynamax Pokemon can call on even more power than before.
- Raid Bosses start the battle Dynamaxed (or Gigantamaxed) and don’t revert until defeated.
- Capture rolls before defeat automatically fail. When a Raid Boss is defeated, each player can choose to make a Capture roll with Advantage; the highest roll wins.
- Raid Bosses can choose 2 additional Health Bar effects:
- The Boss makes a shockwave that negates all enemy Abilities until the boss’ next turn.
- A barrier protects the Boss that halves all damage, but breaks after 3 hits. Super-Effective Moves count as 2 hits.
- Raid Bosses can only use one Max Move each round. Their other turns use normal Moves or actions.
Variant: Leader Pokemon
Leader Pokemon are especially powerful Bosses that extend their power to their minions. In Alola, they’re called Totem Pokemon.
- Leaders start the battle with +10 Boosts to 2 Stats each. (Or more: the games gave extra Boosts to weaker species or late-game fights.)
- Leaders’ allies can’t be captured.
- Leaders can choose an additional Health Bar effect:
The Boss summons a new ally. - Leaders can summon an ally if it ends the round with no allies on the Field.
Variant: Horde Pokemon
Sometimes Pokemon attack in swarms, like a cloud of Zubat, a school of Magikarp, or a room of Joltik.
Horde variants pretend to be an uncountable number of Pokemon:
- Hordes get +1 Resistance to single-target Moves.
- Hordes’ single-target Moves become Foes in Zone.
- Hordes have all Abilities available at their level (if two Abilities are incompatible, pick one).
- Capture attempts against Hordes always succeed in capturing a Pokémon, but don’t remove the Horde from combat.
- Moves targeting Hordes can’t miss.
Variant: Shadow Pokemon
Shadow Pokemon have had their emotions repressed and the door to their heart sealed to turn them into soulless fighting machines.
- Other than their actions and remorselessness, Shadow Pokemon don’t appear unusual; one needs aura-reading talents or equipment to identify their mental state.
- Shadow Pokemon get +15 SPE.
- Shadow Pokemon know at least 1 Shadow Move. Shadow Moves get +1 Effectiveness on normal Pokemon, but -1 Effectiveness on Shadow Pokemon.
- If captured by a player:
- Shadow Pokemon can’t level up, evolve, or change their Moves, and are usually illegal in sanctioned battles.
- It takes time and perseverance for Shadow Pokemon to get over their trauma and trust again. This will gradually replace their Shadow Moves with other Moves (usually a Tutor Move of your/the GM’s choice).
- After using a Shadow Move, roll d20 to see if they enter a frenzy state of pent-up emotion:
- Lose 1 tick between rounds
- May disobey if ordered to do anything but use a Shadow Move
- Can’t have items used on them, other than items to snap them out of it
- Once purified, they level up to match the Trainer’s level and can learn Return as a Bonus Move; Return will always get its extra damage on that Pokemon.
Variant: Pokémon Fusions
An enduringly popular concept in the manga, anime, and fangames, Game Freak will probably never make fusion official because of the massive costs of asset creation, art direction, licensing, and balancing. Luckily, in an unofficial tabletop none of those things matter.
- Combine Types, movepool, Stats, and Abilities
- If used by players, probably require that each mon holds a specific item and the fusion only gets one turn to make this kind of power cost action economy. Bosses don’t need to, though
Speeding up the Rules
Use adjectives to disambiguate between similar opponents
In fights with multiple individuals of a kind, try using adjectives instead of letters or numbers to identify them. For example, if a fight with three Sawk breaks out, call them Tall Sawk, Short Sawk, and Thin Sawk. Personalities can also help; you could even reuse the names of Natures to disambiguate individuals.
Skipping double-blind decisions
The double-blind decision-making process is for fair and fun battles, but takes some time. For low-impact battles, or if the table knows what one side or the other will do (like wild Pokémon that only use one Move, or a boss with a set pattern), it’s faster to play sequentially.
Changing Resolutions
Players will try to resolve situations in ways you didn’t expect. This takes many forms, but most commonly has players attempting Skill Checks you didn’t call for. They may even roll before you have a chance to respond.
This doesn’t need to be a problem! If the resolution is sensible, fun, or moves the game forward in an interesting way, you can allow it.
If you think the resolution is inappropriate for the situation, let the player know you don’t think the resolution or roll would work. This can be awkward if the player already rolled, but acknowledge it as a mistake and not bad behavior.
Simplifying Math
Game math should be consistent so players can reasonably expect what their actions will entail. But sometimes, it’s more fun to fudge the numbers:
- Your boss hasn’t shown off its special trick yet, so it survives one more hit.
- A battle’s gone too long, so an enemy faints prematurely or flees.
- A player barely failed a check or capture attempt on something they really wanted, so everyone agrees to allow it because they all want it to happen.
- A battle has many opponents, so loosely tracking their HP keeps the fight fast and fun.
The rules are here to provide a fun game. If the math doesn’t line up with the game you and your players want, don’t hesitate to change numbers to make that game.
If players notice this and feel bad about it, talk to them about how to move forward:
- Sometimes players are just surprised, and if you explain they’re fine with it.
- Sometimes players don’t want special treatment, so assuring them they’re not the only one you’re fudging for can be enough.
- Sometimes players want to get something “fairly” for the triumph of earning it. You can offer to take it back, or let them keep it in a restricted form to fully unlock later. (For example, if they feel guilty keeping a strong Pokémon with a fudged capture roll, maybe it starts disloyal or needs them to beat it in a 1:1 fight before it trusts them.)
- Sometimes players need to feel that they can 100% trust the rules for whatever reason. Find out what they need from you to feel safe.
Reward Qualifications
Pokémon have rules for when they evolve or learn Moves, but those rules are for general expectations. You can bend those rules for special situations:
- A Pokémon could evolve mid-battle after amazing achievements or emotional growth.
- A Dragon Expert’s features could apply to their Dunsparce after it gets the Dracolize Ability.
- A Boss might evolve as a 2nd phase after a Health Bar breaks.
- Villain Pokémon could learn Moves at low Levels, or Moves they normally can’t learn.
- If a character shows special aptitude (good or bad) at something, the table could agree they’re Talented or Flawed in the area.
Such changes are encouraged as long as they make the game better for you and your players.
⚠️ Don’t make mechanical changes solely to punish players. Giving Wonder Guard to a Bronzong is only interesting once.
Homebrewing
Regional Variants
In some regions, existing Pokémon gain new traits and change their Types, Stats, Moves, and Abilities. Fresh spins on old Pokémon are exciting and fun to think up. The Regional Variant Maker sheet should make them easier to create.
New Generation Conversion
If a new video game has Pokémon or Moves not in our rules, you can convert them for PTV:
- Pokemon Starting Abilities are the same as their canon Abilities.
- Use the Pokemon’s Hidden Ability for one of their Level 5 Abilities, with up to 2 other Level 5 Ability choices if you like.
- The Pokemon’s Level 1 Moveset usually adds its first canonical Level-Up Move, to have immediate versatility.
- Plug Level-Up Moves in to learn one each level. You usually run out before Level 15, but that’s okay.
- Merge the Pokemon’s Moves from breeding, tutors, and technical devices into Tutor Moves.
- To convert Moves to PTV:
- Subtract 30 from the Base Power, divide by 5, then round to a whole number. Minimum of 1 for Moves that end up with 0 or less.
- If you prefer an equation: max(1, Power - 305)
- If you prefer spreadsheet code:
=MAX(1, ($gamePower - 30)/5)
- The Power of generic Type Z-Moves is calculated the same way from the games’ Z-Power, but that doesn’t help for new Status Moves…
- TODO: How to get Accuracy from %
- TODO: Advice on adapting effects: find an existing similar Move, or…
- TODO: Advice on Z-Move Power/effects and MAX Power
- Subtract 30 from the Base Power, divide by 5, then round to a whole number. Minimum of 1 for Moves that end up with 0 or less.
- To convert Stats to PTV:
- Divide original Stat by 10, round to whole number
- Subtract 1