Pokémon: Tabletop Version

Pokémon: Tabletop Version

Intentional differences from the video games

Fundamental Rules

(If you are unfamiliar with tabletop role-playing games in general, Wikipedia has a good introduction.)

  1. The Game Master (GM)’s word is final. Settle disagreements after games to keep play flowing.
  2. Round fractions and decimals to the nearest whole number.
  3. 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:

  1. Roll a d20.
  2. Combine the result with bonuses and penalties from Skills, items, and other effects.
  3. If the total equals or exceeds the check’s Difficulty (DC), the Check succeeds.

Success and failure vary by the result and GM interpretation:

Advantage and Disadvantage

An Advantage or Disadvantage to a Check represents unusual circumstances — like improvisation, using circumstances or surroundings smartly, or thorough preparation.

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:

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:

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:

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.

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.

(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:

  1. Attack (ATK) — physical strength, fighting spirit, and combat expertise.
  2. Defense (DEF) — resilience, self-defense, and stability.
  3. Special Attack (SATK) — focus, deviousness, and aim.
  4. Special Defense (SDEF) — awareness of surroundings and sneakiness.
  5. 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 StatPhysical SkillSocial Skill
AttackAthleticsIntensity
DefenseEnduranceBluster
Special AttackFocusComposure
Special DefenseStealthInsight
SpeedAcrobaticsDeception

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:

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

When a character Levels Up, they gain certain bonuses:

  1. Some Pokémon may evolve. Check this before any other changes in this list!
  2. Increase Max HP by +5 and Max AP by +2.
  3. 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).
  4. Adjust Stats appropriately with the newly-raised Skills.
  5. 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.
  6. At Level 5, Pokémon learn an Ability of your choice from their Level 5 Abilities.

Pokémon Team

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▲HardyLonelyAdamantNaughtyBrave
Bluster▲BoldDocileImpishLaxRelaxed
Composure▲ModestMildBashfulRashQuiet
Insight▲CalmGentleCarefulQuirkySassy
Deception▲TimidHastyJollyNaiveSerious

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.

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.

EffectivenessChange in damage
+23× damage
+12× damage
01× damage
−1½× damage
−2⅓× 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!)

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:

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:

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:

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.

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:

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:

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.

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.

⚠️ 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:

  1. Start with the Move’s Power
  2. Add the appropriate attacking Stat:
  1. 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.)
  2. 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.

  1. 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.
  2. Bulbasaur subtracts its SDEF of 6 from the 25 damage, making 19.
  3. The damage is 2× from Grass-Type’s Fire Weakness, making 38.
  4. 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.

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.

RollNumber of hits
≤52
6–103
11–154
≥165
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

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”:

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:

Terrain

Zones can be filled with special terrains with extra effects for characters standing on them. Some examples:

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:

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.

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.

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:

  1. Start with the species’ Catch DC from the Pokédex. (Or guess: Caterpie’s is 2, Mewtwo’s is 24.)
  2. Lower the Catch DC by −1 for each Status Problem the target suffers from.
  3. 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

Z-Moves

Trainers can use a Z-Crystal to turn a Pokémon’s Move into a superpowerful Z-Move.

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:

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:

Dynamaxing a Pokémon makes it look as big as a skyscraper and increases its battle prowess for its next 3 turns:

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 MoveTypeCategoryPowerBase MoveRangeDescription
Max AirstreamFlyingDamaging FlyingRangedA magnified jetstream shears the target and Boosts the user’s and allies’ SPE by +5.
Max DarknessDarkDamaging DarkRangedA magnified midnight pressures the target and Drops all foes’ SDEF by -5.
Max FlareFireDamaging FireRangedA magnified burner ignites the target and creates Harsh Sunlight for 5 rounds.
Max FlutterbyBugDamaging BugRangedA magnified bugness worms into the target and Drops all foes’ SATK by -5.
Max GeyserWaterDamaging WaterRangedA magnified stream hammers the target and creates Rain for 5 rounds.
Max GuardNormalStatusAny StatusSelfA magnified shield Protects from all Moves, including Max Moves and Z-Moves.
Max HailstormIceDamaging IceRangedA magnified coldsnap frosts the target and creates Snow for 5 rounds.
Max KnuckleFightingDamaging FightingRangedA magnified fist wallops the target and Boosts the user’s and allies’ ATK by +5.
Max LightningElectricDamaging ElectricRangedA magnified thunderhead strikes the target and creates Electric Terrain for 5 rounds.
Max MindstormPsychicDamaging PsychicRangedA magnified psychosis overwhelms the target and creates Psychic Terrain for 5 rounds.
Max OozePoisonDamaging PoisonRangedA magnified goop swamps the target and Boosts the user’s and allies’ SATK by +5.
Max OvergrowthGrassDamaging GrassRangedA magnified grassland rasps the target and creates Grassy Terrain for 5 rounds.
Max PhantasmGhostDamaging GhostRangedA magnified hollow mortifies the target and Drops all foes’ DEF by -5.
Max QuakeGroundDamaging GroundRangedA magnified landslide buries the target and Boosts the user’s and allies’ SDEF by +5.
Max RockfallRockDamaging RockRangedA magnified stone crushes the target and creates a Sandstorm for 5 rounds.
Max StarfallFairyDamaging FairyRangedMagnified starshine constellates the target and creates Misty Terrain for 5 rounds.
Max SteelspikeSteelDamaging SteelRangedMagnified metallurgy rebuffs the target and Boosts the user’s and allies’ DEF by +5.
Max StrikeNormalDamaging NormalRangedA magnified attack hits the target and Drops all foes’ SPE by -5.
Max WyrmwindDragonDamaging DragonRangedA magnified supernature daunts the target and Drops all foes’ ATK by -5.
G-Max MoveTypeCategoryPowerBase MovePokémonRangeDescription
G-Max BefuddleBugMax FlutterbyButterfreeRangedGigantic 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 CannonadeWaterMax GeyserBlastoiseRangedA gigantic water bombardment besieges the target and for 4 turns, deals 2 Ticks of damage between rounds to non-Water-Type foes.
G-Max CentifernoFireMax FlareCentiskorchRangedInnumerable gigantic flames sear and Fire Spin the target for the next 4 rounds, even if the user leaves battle.
G-Max Chi StrikeFightingMax KnuckleMachampRangedA gigantic advancing charge pummels the target and Boosts the user’s and their allies’ Critical Rate by +3.
G-Max CuddleNormalMax StrikeEeveeRangedA gigantic embrace smothers the target and Infatuates all compatible foes.
G-Max DepletionDragonMax WyrmwindDuraludonRangedA 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 SoloGrass26Max OvergrowthRillaboomRangedA gigantic drumbeat thumps the target, ignoring their Abilities.
G-Max FinaleFairyMax StarfallAlcremieRangedA gigantic fusillade rockets into the target and heals the user and allies by 2 Ticks.
G-Max FireballFire26Max FlareCinderaceRangedA gigantic meteor fouls the target, ignoring their Abilities.
G-Max Foam BurstWaterMax GeyserKinglerRangedA gigantic froth churns the target and Drops foes’ SPE by -10.
G-Max Gold RushNormalMax StrikeMeowthRangedGigantic 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 GravitasPsychicMax MindstormOrbeetleRangedA gigantic orbital gravity well spaghettifies the target and creates the effects of the Move Gravity for 5 turns.
G-Max HydrosnipeWater26Max GeyserInteleonRangedA gigantic squirtgun sharpshoots the target, ignoring their Abilities.
G-Max MalodorPoisonMax OozeGarbodorRangedA gigantic stink chokes the target and Poisons all foes.
G-Max MeltdownSteelMax SteelspikeMelmetalRangedA gigantic ferrofluid envelops the target and inflicts the effect of Torment on all foes.
G-Max One BlowDarkMax DarknessUrshifu (Single Strike)RangedA gigantic single strike bruises the target and ignores Protection (even Max Guard).
G-Max Rapid FlowWaterMax GeyserUrshifu (Rapid Strike)RangedA gigantic continuous strike rains into the target and ignores Protection (even Max Guard).
G-Max ReplenishNormalMax StrikeSnorlaxRangedA 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 ResonanceIceMax HailstormLaprasRangedA gigantic melodic coruscation encircles the target and creates an Aurora Veil for 5 turns, even without Snow.
G-Max SandblastGroundMax QuakeSandacondaRangedA gigantic habūb scours the target and Sand Tombs the target for the next 4 rounds, even if the user leaves the battle.
G-Max SmiteFairyMax StarfallHattereneRangedA gigantic divine punishment routes the target and Confuses all foes.
G-Max SnoozeDarkMax DarknessGrimmsnarlRangedA gigantic sleepiness soporifies the target and inflicts the effects of Yawn on it.
G-Max SteelsurgeSteelMax SteelspikeCopperajahRangedA 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 StonesurgeWaterMax GeyserDrednawRangedGigantic tetrapods break over the target and create Stealth Rocks for foes.
G-Max Stun ShockElectricMax LightningToxtricityRangedA 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 SweetnessGrassMax OvergrowthAppletunRangedA gigantic nectar wave drowns the target and heals the user’s and allies’ status conditions.
G-Max TartnessGrassMax OvergrowthFlappleRangedA gigantic acid wave dissolves the target and Drops foes’ Evasion by -2.
G-Max TerrorGhostMax PhantasmGengarRangedA gigantic phantom horrifies and Traps the target.
G-Max Vine LashGrassMax OvergrowthVenusaurRangedGigantic whipping vines crack the target and for 4 turns, deal 2 Ticks of damage between rounds to non-Grass-Type foes.
G-Max VolcalithRockMax RockfallCoalossalRangedGigantic ejecta deluge the target and for 4 turns, deal 2 Ticks of damage between rounds to non-Rock-Type foes.
G-Max Volt CrashElectricMax LightningPikachuRangedA gigantic heavy thunderstorm strikes the target and Paralyzes all foes.
G-Max WildfireFireMax FlareCharizardRangedGigantic hellfire razes the target and for 4 turns, deals 2 Ticks of damage between rounds to non-Fire-Type foes.
G-Max Wind RageFlyingMax AirstreamCorviknightRangedA 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:

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.

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.

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 TechniquesAce 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 TrainingYou 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
StatisticalYour 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 Orders1 AP. Your Pokémon spends your character’s AP to fuel their next Move this round.
Ace OrdersAt 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.
LancerFencerTrickster
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
GamblicalIf it doesn’t miss, this Move Critically Hits on 1–4.
DesparaticalThis Damaging Move drops its AP cost to 0 and gains Recoil ½. (Add this to any Recoil it might already have.)
Fencer Techniques
AggricalThis Move restores its AP cost to the user’s allies on 1–4 even if it misses.
GainicalChange the HP Loss this Move inflicts on a target into healing for the target.
Trickster Techniques
EffecticalIf it doesn’t miss, this Move’s secondary effect triggers on 1–4.
StaticalChange which Stat this Move boosts. If the Move boosts multiple Stats, only change one of them.
Level 4
BoostableYour Pokémon can use a Stat-Boosting Move to affect their next Skill Check.
Lancer
Sword Orders2 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 Orders2 AP. Choose an ally. Moves targeting that ally this round target your Pokémon instead.
Trickster
Crown Orders1 AP. If a foe switches this round, then you may also switch your Pokémon at the end of the round.
Level 5
Lancer
UnstoppableIf a foe Protects against your Pokémon's Move, they still lose 3 Ticks.
Fencer
ImmovableWhenever your Pokémon finishes a round without being targeted by a foe, it restores a Tick of HP and 2 AP.
Trickster
UncatchableYour Pokémon always win Speed ties.
Level 6
Expand your available Signature Techniques to include the following from the subclasses you have:
Lancer Techniques
HurticalIf 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.
HitSpreadicalChange this Move from Multi-Strike to Foes in Zone or vice/versa.
Fencer Techniques
ResisticalThe user resists this Move’s Type one step further for the rest of the round.
StatSpreadicalThis Status Move that drops Stats becomes Foes in Zone and increases its AP Costs by +2.
Trickster Techniques
ProblicalThis Move also inflicts any status problems the user has on the target.
SpreadicalChange this Move from Multi-Strike to Foes in Zone or vice/versa.
Rank 7
Lancer
Bullseye Orders5 AP. Your Pokémon's Move becomes Delayed, but also gets +1 Effectiveness if it's Resisted.
LancibleYour Pokémon treat any Athletics or Intensity Check result of 9 or lower as 10.
Fencer
Stalling Orders5 AP. Your Pokémon cannot faint until the end of the round even if it goes to 0 HP.
FencibleYour Pokémon treat any Endure or Bluster Check result of 9 or lower as 10.
Trickster
Compensate Orders3 AP. If your Pokémon has a stat Dropped this round, boost any other stat by half the amount.
TrickstableYour Pokémon treat any Acrobatics or Deception Check result of 9 or lower as 10.
Rank 8
Combo SkillsYou 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:
SpeedicalThis Move gains Priority and can only be used once per battle.
Lancer
ChargicalChange this Move from Exhausting to have a setup turn or vice/versa.
Fencer
SavicalThis Move always passes save checks against status problems.
Trickster
ChangicalThis Move changes from boosting the user’s Stat to dropping the target’s Stat, or vice/versa.
Rank 10
Mega BondOnce 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 MovesFocus Energy, Work Up, and Court Change
AthleteYou can lift and throw any Trainer that does not have Pokémon protecting them without a check.
Rank 2
Push ThroughWhenever your Pokémon’s Stats would be Dropped, instead Drop the Stats at the end of the round.
Relax Orders1 AP. If your Pokémon is not targeted by a Move this round, they gain 3 AP.
Stretch Orders2 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.
CoachHikerMartial 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 MovesPsych Up, Helping Hand, Lucky Chant
Hiker
Hiker MovesSandstorm, Sunny Day, Rain Dance, Snowscape
Martial Artist
Martial Artist MovesKarate Chop, Seismic Toss, Feint
Level 4
Coach
Cheer Orders2 AP. Choose an Order given by an allied Trainer or yourself this round. That Order applies to all allies this round.
Combo Orders1 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 Orders2 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.
PickupOnce 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 Orders1 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 PalsYou can substitute your social skills with their respective physical skills if you have battled the target.
Level 5
Coach
Double PlayYou can use two Orders in the same round.
Hiker
ParasolAny immunity an ally on the field has to damage from Hail and Sandstorm extends to the entire party.
Martial Artist
FighterYou 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:
CoachCoaching, After You, Entrainment
HikerDig, Surf, Fly
Martial ArtistDarkest Lariat, High Jump Kick, Endure
Rank 7
Coach
Rival! Orders1 AP. Choose a foe Trainer. You and the Trainer can use each other's Orders for the rest of the battle.
Time Out! Orders5 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.
ResponsibilityIf an ally suffers consequences from a failed Skill Check, you can suffer those consequences instead.
Hiker
Fleet Feet Orders5 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.
GuideYou 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 Orders2 AP. You switch with your Pokémon at the end of the round.
Reckless BehaviorIf 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 NeedYou and your party can take a Long Rest anywhere, no matter the environment.
Martial Artist
GoofYou 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 CheerOnce per Long Rest, you can give all allies Advantage on all rolls made that round.
Hiker
Strange WeatherOnce per Long Rest, when you change the weather the previous weather does not go away.
Martial Artist
All TogetherOnce 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 MovesHidden Power, Growth
CaretakerYour Pokemon can use Moves outside of combat for 0 AP.
Rank 2
Nurtured NaturesYour Pokémon’s Natures double their skill changes (±6 instead of ±3).
Battle Pickup Orders1 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 Orders2 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 MovesReturn, Frustration
Caretakers evolve at Rank 3 into Chefs, Stylists, or Artists.
ChefStylistArtist
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
SweetsOnce 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
___
AccessorizeOnce 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 MovesSketch
Theme TeamYou 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 Orders1 AP. If your Pokémon faints or switches out this round, it swaps its Held Item with its replacement.
AgricultureWhenever you find Berries in the wild, double the amount procured.
Stylist
Waste Not Orders1 AP. If your Pokémon faints or switches out this round, it swaps its Held Item with its replacement.
WeaverYou can create any outfit given a minute to prepare and automatically succeed Skill Checks to swap outfits instantly.
Artist
My Style Orders1 AP. If your Pokémon’s Move is resisted by the target even after Abilities, it costs 0 AP.
ArtisanYou can create representative depictions of anything you’ve seen before in seconds.
Level 5
Chef
RecipeYou 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
WardrobeYour Pokémon can hold two Held Items at once. They are treated like a single Held Item with both effects.
Artist
PaletteWhen 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:
ChefRecycle, Stuff Cheeks
StylistBestow, Fling
ArtistDoodle
Rank 7
Chef
Eat Up Orders3 AP. Your Pokémon immediately eats any edible item it’s holding at the beginning of the round.
ProfessionalChefs 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! Orders3 AP. At the beginning of the round, your Pokémon switches its Held Item with one from your Bag.
My BrandYour Pokémon uses your Social Skill Ranks for Skill Checks if it is wearing an outfit of your choice.
Artist
Uniform Orders3 AP. For each Pokémon on your team that also knows the Move your Pokémon uses this round, add +1 to the attack roll.
CloutYou get Advantage on Social Skill Checks made with Trainers who own a Pokémon matching your team’s theme.
Rank 8
Chef
Well-Balanced BreakfastOnce per Long Rest, you can turn any failed Physical Skill Check into a success by eating a berry.
Stylist
InfluencerOnce per Long Rest, any ally can use your Skill Ranks for a Skill Check if they are wearing something you made.
Artist
One for AllOnce 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
AppetizerOnce per long rest, you may feed your Starter Pokémon a berry before battle starts that takes effect when it enters battle.
Stylist
FashionabilityYour Starter Pokémon can wear an Accessory without using a Held Item slot.
Artist
InspirationOnce 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 MovesLow Kick, Covet, Taunt
HooliganYou 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
RogueYour 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 Orders2 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 Orders1 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.
RoughneckScoundrel
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 Orders2 AP. Your Pokémon gains maximum bonus damage on any foe shorter than it this round.
BreakerAll inanimate objects take Super-Effective damage from you and your Pokémon.
Scoundrel
Copycat Orders3 AP. Name an Order. If anybody in the battle knows that Order, you use it this round for 0 AP.
DisguiseYou can disguise yourself as other Trainer classes. This disguise uses Composure, and is usually contested through Insight.
Rank 5
Roughneck
Hard KnocksYour Pokémon recover 1 AP whenever their Move misses or fails, and their Missed Moves do not cost AP.
Scoundrel
SubversiveWhenever 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 Orders3 AP. If your Pokémon faints a foe this round, they copy that foe’s Boosts/Drops.
Rough AuraOnce per Long Rest, you can whip all characters in a scene into a frenzy to the point they must battle.
Scoundrel
Kidding Orders2 AP. After choices are revealed, one ally of your choice (including your Pokémon) can use a different Move than originally chosen this round.
Scoundrel AuraOnce 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
NirvanaOnce per Long Rest, you can turn any failed physical skill check into a success through violence.
Scoundrel
BriberyOnce 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 TheftOnce 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-TheftOnce 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 MovesFalse Swipe, Laser Focus, and Copycat
PerformerYour Social Skill Checks gain advantage if there is more than a single target.
Rank 2
InspiringYour Pokémon’s self-targeting Moves can target an ally in the same Zone instead.
Appeal Orders2 AP. This round, all Moves cost 2 less AP.
Introducing! Orders2 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.
MusicianStar
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 Orders3 AP. An ally of your choice gains 3 AP at the beginning of the round.
BuskingYou automatically succeed on Skill Checks to attract or repel a crowd. This even works on wild Pokémon outside of battle.
Star
Copycat Orders3 AP. Name an Order. If anybody in the battle knows that Order, you use it this round for 0 AP.
DisguiseYou can disguise yourself as other people. This disguise uses Composure, and is usually contested through Insight.
Rank 5
Musician
Critically SungWhen 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 StarringWhen 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 Orders1 AP. Revelation Dance matches the user’s second Type this round.
Closing Act Orders1 AP. Lunar Dance heals all allies switched in next round.
With Feeling Orders1 AP. Quiver Dance raises ATK/DEF instead of SATK/SDEF.
King's Dance Orders1 AP. Swords Dance raises DEF instead of ATK.
Musically-InclinedYou 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 Orders5 AP. All Stat Boosts/Drops this round receive an extra ±5.
Stage CueIf nobody is looking at you, you can appear in any other space within eyesight without explanation.
Rank 8
Musician
IntermissionOnce per Long Rest, you can cure all status conditions and damage caused outside of battle for the entire party.
Star
DivaYou 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
DuetOnce 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 StarYou 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 MovesSwift, Lock-On, and Copycat
ResearcherWhen you enter a named location, make an Insight check. The GM recalls one interesting fact for every 10 DC.
Rank 2
Deep StudyYour Pokémon gain a 5th regular Move slot.
Learn Orders1 AP. Choose a target. You learn one Move or Order the target has yet to use.
Understudy Orders1 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.
DoctorEngineerPokéologist
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 MovesAcupressure, Rest, Life Dew
Engineer
Engineer MovesMagnet Rise, Autotomize, Gravity
Pokéologist
Pokéologist MovesSmart Strike, Block, Imprison
Level 4
Doctor
Learn Medic Orders1 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 Orders2 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 HistoryYou 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 Orders1 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! Orders2 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.
GadgeteerYou can create single-use machines given one minute to prepare. These machines do not sell for much.
Pokéologist
Learn: Pokéologist Orders1 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 Orders3 AP. If your Pokémon uses the same Move as last round, it gains maximum bonus damage on the attack roll.
ProfessorYou have encyclopedic knowledge of Pokémon. Make an Insight check, and the GM provides 1 interesting fact per 10 DC.
Level 5
Doctor
OverhealYour 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 BetaYour Pokémon’s Moves learned from Technical Devices cost 1 less AP.
Pokéologist
Natural EfficiencyYour 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 Orders5 AP. You can use any Item that restores HP or AP at the end of the round in addition to your turn.
First AidYou 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 Orders3 AP. If your Pokémon holds an X-Item, its corresponding Stat cannot Drop past +0 for the rest of the battle.
Technical OrdersIf your Pokémon holds a TM, the device can be activated as your Move. The TM has 0 attack stats and no Type.
Box LinkYou can switch Pokémon from your PC Storage System during any Rest.
Pokéologist
Derivative Orders5 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 ResultsYou 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 CareYou can stabilize fainted Pokémon or Trainers enough for them to make skill checks, but they cannot participate in combat.
Engineer
Team PreviewYou 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 PokémonYou 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 CareOnce per Long Rest, you can revive all Pokémon on your team that were fainted before battle begins with 1 HP.
Engineer
Vendor BuffOnce per Long Rest, you can use one Item before battle begins.
Pokéologist
Team StudyYour 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:

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:

  1. 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.

  2. 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.

  3. 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!

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):

ResultAction
≤5The Pokémon actively sabotages the battle. (Takes any form the GM decides, from self-inflicting Confusion or Sleep to targeting allies.)
6–10The Pokémon makes no action.
11–15The Pokémon ignores specific orders, but battles the requested target in a different way.
≥16The 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:
2Player 1’s level + 2Player 2’s level + 2Player 3’s level = 6total Player levels
6total Player levels × 2Pokémon used = 12

With this Level Budget of 12, you can make:

Special Battlefield Conditions

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:

  1. A net of logs breaks from a Foes in Zone Move, using Wood Hammer on All in Zone.
  2. A weak floor cracks open if a Ground Move is used, splitting a Zone into two.
  3. A flash flood rushes through a Zone at the end of the round, forcing Pokemon to switch out or be washed away.
  4. A gear spins at the end of the round, flinging a Pokemon into another Zone.
  5. A pipe bursts after an Ice Move, flooding caustic fluid that Poisons All in Zone.
  6. 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.

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.

  1. Cure the Boss of a Status Problem.
  2. The Boss restores any Dropped Stats.
  3. The Boss changes its Abilities. If a new Ability triggers on entering battle, trigger it now.
  4. The Boss creates weather or terrain for 5 rounds.
  5. 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.

Variant: Max Raid

In a Max Raid, Dynamax Pokemon can call on even more power than before.

  1. The Boss makes a shockwave that negates all enemy Abilities until the boss’ next turn.
  2. A barrier protects the Boss that halves all damage, but breaks after 3 hits. Super-Effective Moves count as 2 hits.
Variant: Leader Pokemon

Leader Pokemon are especially powerful Bosses that extend their power to their minions. In Alola, they’re called Totem Pokemon.

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:

Variant: Shadow Pokemon

Shadow Pokemon have had their emotions repressed and the door to their heart sealed to turn them into soulless fighting machines.

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.

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:

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:

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:

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: