Pokemon: Hopefully Simpler Edition (HSE) Rules Version 0.2 ...

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Pokemon: Hopefully Simpler Edition (HSE) Rules Version 0.2 1 THE SETTING The Trainers: Must be registered in their respective Region’s Pokemon League to legally train Pokemon for official events. Others can still handle Pokemon while being supervised by someone owning a Trainer’s License. People can obtain a Trainer’s License at the age of 10 (this can be altered depending how the setting is played out). Trainers are allowed up to 6 Pokemon on their person. Any more must be left in Day Cares or official Habitats. Trainers must take care and show respect for their own, and others’ Pokemon, or risk having their License revoked. Trainers with a License are able to participate in official League events, or any event sponsored by the Pokemon League. Any area of a Region that is not within 3 miles of a Town or City is considered the Wild. Trainers with a License are allowed to set up camp in any part of the Wild, but cannot camp within a Town or City unless given permission to do so. o While within a Town or City, a Trainer can instead find shelter in a nearby Pokemon Center or any residence that allows them to rest there. Trainers must make a monthly payment to keep their License. These payments go towards the upkeeping of League events, as well as various services such as: Pokemon Centers, Police Stations, Hospitals, etc. The Pokemon: Any Pokemon owned by a Trainer shares the responsibilities of their Trainer. Threatening the livelihood of others will be dealt with appropriately by the authorities. Must be allowed to be set free if it shows the desire to do so.

Transcript of Pokemon: Hopefully Simpler Edition (HSE) Rules Version 0.2 ...

Pokemon: Hopefully Simpler Edition (HSE) Rules

Version 0.2

1

THE SETTING

The Trainers:

• Must be registered in their respective Region’s Pokemon League to legally train

Pokemon for official events. Others can still handle Pokemon while being supervised by

someone owning a Trainer’s License.

• People can obtain a Trainer’s License at the age of 10 (this can be altered depending how

the setting is played out).

• Trainers are allowed up to 6 Pokemon on their person. Any more must be left in Day

Cares or official Habitats.

• Trainers must take care and show respect for their own, and others’ Pokemon, or risk

having their License revoked.

• Trainers with a License are able to participate in official League events, or any event

sponsored by the Pokemon League.

• Any area of a Region that is not within 3 miles of a Town or City is considered the Wild.

Trainers with a License are allowed to set up camp in any part of the Wild, but cannot

camp within a Town or City unless given permission to do so.

o While within a Town or City, a Trainer can instead find shelter in a nearby

Pokemon Center or any residence that allows them to rest there.

• Trainers must make a monthly payment to keep their License. These payments go

towards the upkeeping of League events, as well as various services such as: Pokemon

Centers, Police Stations, Hospitals, etc.

The Pokemon:

• Any Pokemon owned by a Trainer shares the responsibilities of their Trainer.

• Threatening the livelihood of others will be dealt with appropriately by the authorities.

• Must be allowed to be set free if it shows the desire to do so.

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THE RULES (TRAINERS)

Materials Needed to Play:

• Six-sided dice (d6)

• Twenty-sided dice (d20)

• A Playmat

• Pencils / Pens

• Paper

• Rules & Pokedex

• Simple Calculator

Creating a Character:

• Step 1: Create a Character Concept

• Step 2: Create a Background

• Step 3: Create a Motivation

• Step 4: Determine Derived Attributes

• Step 5: Determine Desired Profession

• Step 6: Level Up Additional Skills

• Step 7: Buy Starting Gear

• Step 8: Select Starting Pokemon

Step 1: Create a Character Concept:

• Doing this will provide players with the foundations of their Characters to build from.

Planning out what your Character will be early on will make the rest of the process

easier.

• This is also the step in which a player will write down the Attributes of their Character.

o Attributes are the main stats / characteristics of the Characters. They are used to

determine the natural talents of Trainers.

o Characters begin Character Creation with a value of 2 in each Attribute.

Players will have a chance to increase them throughout the Creation process.

Chart 1.1

Attribute Brief Description

Strength (STR) Determines the Character’s natural endurance and physical power.

Agility (AG) Determines the Character’s natural reflexes and hand-eye coordination.

Wits (WIT) Determines the Character’s natural intelligence and mental sharpness.

Willpower (WILL) Determines the Character’s natural resistance to intense situations.

Charisma (CHA) Determines the Character’s natural presence and personality when

around others.

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Step 2: Create a Background:

• These are created to help explain how a Character got to the current point in their life.

Perhaps a certain life experience made them want to pursue becoming a Gym Leader?

Maybe they were attacked by a criminal in the past and wish to pursue the route of

justice? These Backgrounds help flesh a Character out more and can be used to help

determine their Motivation in the next step.

• While creating a Background, a player increases one of their Character’s Attributes

by 1, to a maximum of 4.

Step 3: Creating a Motivation:

• After creating a Background, one should have a pretty good idea what their Character’s

Motivations are. Going back to an earlier example, let’s say that a new Trainer had been

saved by a Gym Leader in the past. Because of that experience, they wish to become a

Gym Leader themselves to be as cool as them. Being saved by a Gym Leader would be

their Background, and striving to become a Gym Leader to be cool is their Motivation.

• While creating a Motivation, a player increases one of their Character’s Attributes

by 1, to a maximum of 4. This can be the same Attribute that was increased from Step 2.

Step 4: Determining Derived Attributes:

• By this time, a Character’s Attribute values should be pretty set in stone. Now, we can

use these Attributes to calculate a Character’s Derived Attributes.

• Derived Attributes are inherent values that represent the Character’s strong points based

on their natural structure.

Chart 1.2

Derived Attribute Brief Description

Hit Points (HP) How much damage a Character can take before Blacking Out.

Equal to (Strength + 10).

Reflex Points (RP) Increases a Character’s chance to Dodge attacks.

Equal to Agility.

Determination Points (DP) Allows a Character to push their Pokemon, or themselves,

further for more desirable effects.

Equal to a Willpower

Encumbrance Points (EP) The amount that a Character can carry with them before they

drop in performance.

Equal to (Strength + 5)

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Step 5: Determine Desired Profession:

• At this point, a player should decide what kind of Profession their Character would like to

work to earn their livelihood. A player can choose any of the set Professions, or construct

one of their own.

• Each Profession grants the Character a Level Up in 3 Skills, and a Bonus Skill. If a

player wishes to create a Profession, they can choose 4 Skills to Level Up, but do not

gain a Bonus Skill. They must all be different Skills!

• The list of current Professions are shown later in the Rules, in Chart 1.3.

Step 6: Level Up Additional Skills:

• After choosing a Profession and Leveling Up the appropriate Skills, a player can then

choose 2 more Skills to Level Up. These can be Skills that a Profession already Leveled

Up.

• Each Skill can only be Leveled Up 5 times, then are maxed out and can no longer Level

Up.

• The list of Skills are shown later in the Rules, in Chart 1.4.

Step 7: Buy Starting Gear:

• Each Character has 3,000 Pokedollars, or 3,000, to spend on Items during Character

Creation. Whatever is not spent is kept as spare change.

• Not all Items are available to be purchased. The rule to this is, if an Item can’t be

purchased in a Poké Mart, then it cannot be purchased in Character Creation. The

Items will specify whether-or-not they can be purchased.

• The current list of Items are shown later in the Rules, in Chart 1.5.

Step 8: Choose Starting Pokemon:

• Finally, the moment we are all waiting for! After everything else for the Character has

been decided, the player can choose one Starting Pokemon that will accompany the

Character.

• A Starting Pokemon must contain these qualities to be chosen as such:

o Must be a Basic Stage Pokemon

o Must be a Non-Legendary Pokemon

o Must be no taller than 4’00”

o Must not be a Level higher than 5

• A current list of the Pokemon is available in the Pokemon: HSE Pokedex.

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Chart 1.3

Profession Skills Leveled Up Bonus Skill

Ace Trainer

Coordination, Readiness,

Battle Sense

Once per session, while in a Battle, may gain

a temporary Determination Point (DP) until

the end of the Battle.

Explorer

(Hiker)

Athletics, Knowledge

[Region], Survival

May add an additional +2 to Skill Checks

while in the Wild and not in a Battle. May add

total Encumbrance Points by 3.

Professor

3 Knowledge Skills of your

choice

May add an additional +2 when assisting an

ally’s Wits-related Skill Check (except for

those in official Battles).

Pokemon

Doctor

Coordination, Medicine,

Discipline

When using Healing Items on Pokemon, those

items heal an additional +2 Hit Points (HP).

May add an additional +2 to all Medicine

Skill Checks.

Rich Boy/Girl

Perception, Intimidate,

Interpersonal

May start the game with an additional 1,000.

May add an additional +2 to Intimidate checks

while in possession of money.

Instructor

Readiness, Intimidate,

Leadership

May add an additional +2 when assisting an

ally’s Charisma-related Skill Check. May add

+2 to Willpower-related Skill Checks.

Pokemon

Breeder

Knowledge [Pokemon],

Medicine, Interpersonal

Pokemon Eggs hatch twice as quickly when in

the care of a Breeder. May also, once a

session, grant a Pokemon 1 additional XP

(even if they had not earned any that session).

Criminal

Stealth, Knowledge

[Underground], Intimidate

Once a session, may contact an accomplice or

higher-up for advice, adding an additional +5

when performing an illegal activity.

Martial

Artist

Athletics, Close Combat,

Endurance

May increase Strength Attribute by 1 during

Character Creation. This cannot be used to

increase an Attribute above 4 during

Character Creation.

Custom

Profession

Any 4 different Skills No Bonus Skill

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Chart 1.4

Skill Brief Description

Athletics (STR) The abilities to perform physical activities, such as climbing or running.

Close Combat (STR) The ability to perform well in melee combat. This includes using melee

weapons.

Endurance (STR) The body’s ability to resist effects, such as burn, poison, or starvation.

Stealth (AG) The ability to sneak by and perform actions unnoticed. This can also

involve the use of disguises and costumes.

Coordination (AG) The ability to throw Pokeballs with precision and perform precise actions

involving hands and other body parts. This can also involve creating

disguises and costumes.

Knowledge [Pokemon]

(WIT)

The ability to recall information about Pokemon at will.

Knowledge

[Underground] (WIT)

The ability to recall information about illegal activities at will.

Knowledge [Region]

(WIT)

The ability to recall information about the Region travelling through at

will.

Knowledge [Lore]

(WIT)

The ability to recall information about the history of the Pokemon World

at will.

Battle Sense (WIT) The ability to quickly understand situations and issue commands in

Battles.

Engineering (WIT) The ability to invent and repair equipment. Can also be used to recall

information regarding technology at will.

Medicine (WIT) The ability to heal people and Pokemon through medical procedures.

Survival (WIT) The ability to understand the environment and recall survival techniques

when camping or out in the wild.

Perception (WILL) The ability to notice near-hidden objects or clues.

Discipline (WILL) The ability to hold one’s ground in the face of danger.

Readiness (WILL) The ability to act before one’s opponent in Battles.

Interpersonal (CHA) The ability to communicate to others effectively, whether it be charming

or negotiating. This also includes deceiving people.

Intimidate (CHA) The ability to use threats or hostile actions to influence one’s actions.

Leadership (CHA) The ability to recruit the help of others and lead them through

intense situations.

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Chart 1.5

Medicine Price ( )

Potion Heals a Pokemon by 5 HP 200

Super

Potion

Heals a Pokemon by 10 HP 700

Hyper

Potion

Heals a Pokemon by 20 HP 1,500

Max Potion Heals a Pokemon to its full HP 2,500

Full Restore Heals a Pokemon to its full HP and its Status Conditions 3,000

Antidote Heals the Poisoned Condition 100

Paralyze

Heal

Heals the Paralyzed Condition 200

Awakening Heals the Sleeping Condition 250

Burn Heal Heals the Burned Condition 250

Ice Heal Heals the Frozen Condition 250

Full Heal Heals any Status Condition 600

HP Up Increases maximum HP of Pokemon by 5 9,800

Protein Increases a Pokemon’s Attack Stat by 2 9,800

Iron Increases a Pokemon’s Defense Stat by 2 9,800

Calcium Increases a Pokemon’s Special Attack Stat by 2 9,800

Zinc Increases a Pokemon’s Special Defense Stat by 2 9,800

Carbos Increases a Pokemon’s Speed Stat by 2 9,800

PP Up Increases the PP of a Pokemon’s Move by 1 9,800

Travelling

Tent Use for shelter in the wild. Provides safer sleeping environment. 800

Tinderbox Used to store materials for starting fires. 100

Ration

Packs

Packed meals to eat while travelling. Each pack can be eaten as a

full meal.

20

Sleeping

Bag

Used to sleep more comfortably on the ground. Can keep warm

in colder environments.

200

Berry

Pouch

Used to carry Berries collected while travelling. Prevents

spoiling.

100

Poké Ball

Belt

Used to carry Poké Balls more conveniently. Reduces

encumbrance of 6 Poké Balls to 0.

200

Escape

Rope

Can be used to assist in climbing cliffs and helping people up

slopes. If secured, adds +3 to Athletics Checks when climbing.

50

Poké Flute Can be used to wake any Pokemon, without fail. *

Fishing Rod Can be used to Catch Pokemon in bodies of water. User rolls a

d20. On a 15 or higher, a Pokemon is caught on the Rod. Trainer

Battles it as normal.

500

Tackle Box Needed to use a Fishing Rod. Always assumed to have necessary

materials to go Fishing.

50

Poké Balls

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Poké Ball Adds +3 to the result when attempting to Catch a Pokemon 200

Great Ball Adds +5 to the result when attempting to Catch a Pokemon 600

Ultra Ball Adds +7 to the result when attempting to Catch a Pokemon 1,200

Master Ball Can be used to Catch any Pokemon, without fail. *

Safari Ball Used only in Safari Zones. Adds a +3 to the result when

attempting to Catch a Pokemon in a Safari Zone.

*

Evolutionary Stones

Fire Stone Evolves certain kinds of Pokemon 3,000

Thunder

Stone

Evolves certain kinds of Pokemon 3,000

Water

Stone

Evolves certain kinds of Pokemon 3,000

Leaf Stone Evolves certain kinds of Pokemon 3,000

Moon Stone Evolves certain kinds of Pokemon 10,000*

Sun Stone Evolves certain kinds of Pokemon 10,000*

Dusk Stone Evolves certain kinds of Pokemon 10,000*

Dawn Stone Evolves certain kinds of Pokemon 10,000*

Ice Stone Evolves certain kinds of Pokemon 10,000*

Shiny Stone Evolves certain kinds of Pokemon 10,000*

Berries

Oran Berry Restores 3 HP *

Sitrus

Berry

Restores 6 HP *

Cheri Berry Heals the Paralyzed Condition *

Chesto

Berry

Heals the Sleeping Condition *

Pecha

Berry

Heals the Poisoned Condition *

Rawst

Berry

Heals the Burned Condition *

Aspear

Berry

Heals the Frozen Condition *

Leppa

Berry

Increases the PP of a move by 1 for one encounter. *

Key Items

Bicycle Allows a Trainer to cut travel times in half. 10,000

S.S. Ticket Allows a Trainer to board the S.S Anne. 1,000*

Town Map Adds +3 to Knowledge [Region] and Survival Checks. 200

Itemfinder Adds +6 to Perception Checks when looking for hidden Items. 20,000

Fossil Can be resurrected into a Pokemon. Type of Fossil dictates the

Pokemon that is resurrected from it.

*

* This means that the Item is not sold in traditional Poké Marts. They must be obtained in other ways,

some illegal.

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Making Checks, Dice Groups and Dice Battles:

• When a Character needs to perform an action to pass an obstacle, they perform a Skill

Check.

• To make a Skill Check, the Character first must build a Dice Group. These Dice Groups

will always be made with numerous d6’s, and a single d20.

• To determine how many dice are used, a Character will look at their related Attribute that

the Skill is based off of. A Dice Group will have d6’s equal to the Attribute being

used for the Check.

o This means that, for example, someone making an Athletics Skill Check with a

Strength of 3 will use 3d6, or 3 six-sided dice, and a single d20, or twenty-sided

die.

• After rolling their dice, a player will then add all the d6’s together, then compare the

result to the Difficulty Chart, shown below in Chart 1.6. If the result of the d6’s is

higher than the Difficulty Rating, then the Character is able to perform their action.

• In some cases, two Characters are put in a situation in which they must compete against

each other with their own Skills. This is called an Opposed Check, or a Dice Battle.

• Setting up a Dice Battle is similar to a normal Skill Check in that each Character builds

their own Dice Group. Instead of comparing results to a Difficulty Chart, however,

each Character compares their result to the opposing Character. Whoever has the

higher d6 results wins the Dice Battle, and can perform their action!

o For example: Two Characters are fighting in hand-to-hand combat, and both are

opposing each other. In this case, a Dice Battle ensues, and each Character builds

a Dice Group using their respective Close Combat Skill. One Character rolls 3

dice and scores a 9, while the other rolls 2 dice but scores an 11. The Character

that scored the 11 wins the roll, and can perform their Close Combat Skill!

• When a Character makes a Skill Check, their Levels in that Skill can also influence the

results. For each Level in the Skill being used, the Character can reroll a single d6.

These rerolls happen after making the initial Check, but before comparing results.

o For example, if the Character that rolled a 9 above had 2 Levels in their Close

Combat Skill, they could decide to reroll 2 of their d6’s before comparing results.

By doing so, their result changes to a 15, and they win the Dice Battle!

Chart 1.6

Difficulty Rating

Effortless 0

Easy 5

Average 10

Moderate 15

Hard 20

Grim 30

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Assisting an Ally’s Skill Check:

• Other than during official Pokemon events, like Pokemon Battles, Characters can choose

to Assist a friendly Character that is making a Skill Check.

• If doing so, an Assisting Character adds their Attribute value as a modifier to the

assisted Character’s Dice Group result.

o For example, Character A is attempting to make an Athletics Skill Check to climb

a small cliff. Character B decides to Assist by helping lift Character A up. If

Character B’s Strength value was 3, he would add a +3 modifier to Character A’s

result.

• Depending on the situation, multiple Characters may be able to Assist a single

Character’s Check. If that is the case, each Assisting Character adds their relevant

Attribute as a modifier to the assisted Character’s Dice Group result.

The Encounter:

• Whether social or combat, Encounters make up the majority of game sessions. Whenever

a Character speaks to another Character or performs any non-combat actions, and conflict

is produced, it’s considered a Social Encounter. Whenever a Character does battle with

another Character as a result of a conflict, it’s considered a Combat Encounter.

• Each Combat Encounter begins with every Character involved making an Effortless

Readiness Skill Check. Characters with higher results add an additional +2 to their

Dice Group results when acting against those with lower Readiness results.

• During each Encounter, every Character involved can perform 1 Movement and 1

Action, plus any additional Free Actions, within reason.

• Encounters are split into rounds, with each round ending when all Characters have

resolved their Dice Groups.

• An Encounter ends when one side of the conflict is unable to continue any longer.

Movements:

• Each Character in an Encounter can perform 1 Movement, in addition to their Action. A

Character can spend 1 Determination Point (DP) to gain an extra Movement each

round.

• A Movement can be represented by a Character moving closer or farther away from a

fixed point, picking up an object, grabbing a Poké Ball from anywhere other than a Belt,

getting behind cover, and other similar acts.

• Whenever a Character or Pokemon is moving toward or away a certain point, they are

moving within certain Ranges. A Range, simply put, is a narrative amount of distance

that can be covered in a reasonable Movement. The exact distance of each Range can

vary, as they are dependent on the current situation.

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• When a Character decides to move within a Range, they can position themselves

anywhere within the Range, given that they do not exceed multiple Ranges in one

Movement. The list of Ranges are detailed in Chart 1.7.

• A Character that is carrying too much and has exceeded their Encumbrance Points

value must forfeit their Movement and cannot spend Determination Points for

another Movement.

Chart 1.7

Ranges Brief Descriptions (Can change depending on current setting)

Engaged Range Close enough for a Trainer to engage another Trainer in Close Combat. A

Trainer would have no problems with a Poké Ball at this distance.

Short Range Several feet between targets. A Trainer could reasonably Catch a

Pokemon at this range, but still take a -3 modifier when doing so. Special

Attacks can be made.

Medium Range Dozens of feet between targets. A Trainer would have difficulty catching

a Pokemon at this distance, adding a -5 modifier to Catching results.

Special Attacks can be made up to this Range.

Long Range Several dozens of feet. Trainers would need to shout to hear each other

reliably. A Trainer would show much difficulty attempting to catch a

Pokemon at these distances, adding a -9 modifier to Catching results.

Special Attacks cannot be made at this Range.

Regional Range Can be from just over 100 feet to 100 miles. This distance spans over the

entire Region, and thus varies quite a bit. It is impossible to Catch

Pokemon at this distance.

Actions:

• When making an Action, a Character is making a vital act towards completing a task,

usually more impactful than a Movement. For the most part, making an Action

involves making a Skill Check and rolling a Dice Group.

• Some examples of Actions include:

o Attempting to Catch a Pokemon

o Making an Attack

o Sneaking up on another Character

o Assisting an Ally with a Skill Check

o Accessing a PC

o Healing another Character

o Picking a locked door

o And more, depending on the situation!

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• Unlike Movements, a Character cannot use a Determination Point (DP) to gain

another Action. Time, for the most part, only allows a Character to perform one vital act

before being acted upon themselves.

Free Actions:

• Free Actions are usually minor acts that barely take time to perform. A Character can

perform any number of Free Actions, but the Pokemon Master (PM) is free to cut

them off from making any more at any time if they become excessive.

• Some examples of Free Actions include:

o Speaking to another Character momentarily

o Dropping an Item

o Minor movement, such as grabbing a Poké Ball from one’s belt.

Pokemon and Encounters:

• When a Character decides to have a Pokemon out with them in an Encounter, that

Pokemon shares the 1 Movement, 1 Action and any number of Free Actions with

their Trainer.

o This means that both the Trainer and all of their Pokemon sent out in the

Encounter can make 1 Movement, 1 Action and any number of Free Actions.

• When in an official Battle, both Characters and their Pokemon combine both their

Movements and Actions into a single Battle Sense Skill Check, as they call out

commands to their Pokemon that carry them out.

• Both Characters compete in a Battle through Battle Sense Dice Battles, and the winning

Character will have their Pokemon perform the intended Movement and Action.

• When not in official Battles, a Character might have multiple Pokemon out at once, but

can only focus on giving commands to a certain number of them. When this is the case,

a Character can command a number of Pokemon equal to their Wits value.

• Any Pokemon that can’t be commanded by their Trainer must act on their own instinct,

and follow a Wild Pokemon Instinct chart. This will be shown later in Chat 1.9.

• In any case in which a Pokemon must act on their own outside of Battling, they typically

will act as their Trainer would, representing the influence that their owners have on them.

o A Pokemon that needs to make a Skill Check without their Trainer will be

assumed to have a Strength and Agility of 4. As for Willpower and

Charisma, they will be assumed to share that value with their Trainers.

• A difference in Levels between opposing Pokemon can manipulate the results of the

Battle Sense Dice Battle between Trainers, representing the attacking Pokemon’s

fighting experience showing. The exact effects will be shown below in Chart 1.8.

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Chart 1.8

Difference in Levels Modifier to Higher Level Team’s Battle

Sense Skill Check

5-10 +3

11-20 +5

21-30 +7

31-40 +9

41-50 +11

51-60 +13

61-70 +15

71-80 +17

81-90 +19

91-100 +21

Wild Pokemon and Catching Them:

• One of the most important parts of becoming a Trainer is finding and catching Wild

Pokemon!

• A Pokemon Master (PM) can introduce Wild Pokemon in different ways. They can

either introduce them whenever seems narratively relevant, or roll a d20. On a roll

of a 10 or higher, a Wild Pokemon can appear to the Characters!

• When trying to Catch a Wild Pokemon, it is usually best to weaken the Pokemon first,

then proceed to Catch it. Attempting to Catch a Pokemon requires a Movement and

Action from both the Trainer and their Pokemon.

• Catching a Pokemon requires an Effortless Coordination Skill Check. If the result is

higher than the Wild Pokemon’s current HP, the Pokemon is Caught! If the result is

lower, the Pokemon breaks free and can perform their Action for free!

• When Battling, Wild Pokemon will not have the aid of Trainers giving them strategies

and commands. As such, they revert to following their instincts when making Attacks,

and follow a Wild Pokemon Instinct Chart. This is shown below in Chart 1.9.

Chart 1.9

Wild Pokemon’s Level Wits (Instinct) Value *

1-25 2

26-50 3

51-75 4

76-100 5 * A Wild Pokemon always has a Battle Sense Skill Level of 0, unless noted otherwise by the Pokemon

Master (PM).

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The End of the Encounter:

• As stated above, an Encounter ends when one side of the conflict is unable to continue

any longer. This is usually when all Pokemon on one side are Knocked Out or a Trainer

Blacks Out.

• If an official Event took place, the winning side gains any rewards promised for the

victory, and Experience is rewarded to all involved members of the Party and victorious

Pokemon.

• At this point, Characters are no longer bound by the 1 Movement and 1 Action rule until

another Encounter begins.

Healing Characters and Pokemon:

• In most cases, an Encounter ends with one or more Pokemon or Party members injured to

some degree, and require medical attention. Sometimes, Characters need to be healed

during an Encounter.

• If a Character wishes to heal another Character or Pokemon, they must make an

Average Medicine Skill Check. In Encounters, this takes an Action to perform, though

outside a PM might limit the Checks to one per time limit.

• For every point they get over the Difficulty Rating, the Character heals one HP.

• In some cases, when healing Pokemon using quicker methods, a Character will use Items

such as Potions. When doing so, it only takes a Movement, rather than an Action.

• A Character can attempt to heal themselves, but must take a -3 penalty when doing so.

• Pokemon can also be fully healed at any Pokemon Center by a Nurse Joy. Doing so

takes about an hour of time.

• Characters can also naturally heal through resting, though it is a slow process. For every

6 hours of rest, a Character and Pokemon heals d6 HP.

• A Character does not recover their Determination Points until they have taken at

least 6 hours of rest.

Gaining Experience (XP) and Leveling Up:

• Through various situations, Characters and their Pokemon can better themselves by

overcoming obstacles. They will usually gain XP after every Encounter.

• For Characters, the rule-of-thumb is that they gain 5 XP for every Encounter they

take part in. This can obviously vary depending on the severity of the conflicts, but it is

ultimately up to the PM.

• For Pokemon, XP is gained after every Battle in which it defeats another Pokemon.

The amount gained varies depending on the opposing Pokemon’s Level. This will be

shown below in Chart 2.0.

• Characters can spend their XP to Level Up their Skills. To do so, the Character must

spend XP equal to (10 times the Level of the Skill) they are trying to achieve.

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o For example: Character A has 30 total XP they wish to spend to get their Battle

Sense to Level 3. To do so, they must spend (10 x 3) XP, or 30 XP, to achieve

that Level, which they can.

• For every 200 XP that a Character gains, regardless of spending any or not, they

reach a milestone. When this happens, the Character can increase one of their

Attribute scores by 1, to a maximum of 5.

• A Pokemon Levels Up when they gain XP equal to their Current Level.

Chart 2.0

Opposing Pokemon’s Level XP Gained When Defeated

1-5 1

6-10 2

11-15 3

16-20 4

21-25 5

26-30 6

31-35 7

36-40 8

41-45 9

46-50 10

51-55 11

56-60 12

61-65 13

66-70 14

71-75 15

76-80 16

81-85 17

86-90 18

91-95 19

96-100 20

The D20 and its Effects:

• As said earlier, every time a Character or Pokemon rolls a Skill Check, they must add a

d20 to the roll, though we’ve never established what it does.

• The d20 produces different results based on the situation.

• If a Dice Battle takes place, the d20’s effect depends on who loses and who wins the Dice

Battle.

• If a Character that wins the Dice Battle also rolls a 20 or higher on their d20, they

score a Critical Hit. When that happens, damage dealt is doubled! If a Dice Battle

took place but no attacks took place, then the d20 grants the winner a Critical

Effect, granting them a +6 on their next Skill Check.

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o If engaged in a Pokemon Battle, the winning Trainer’s Pokemon would instead

gain the Critical Hit or Critical effect.

• If a Character that loses the Dice Battle rolls a 20 or higher on their d20, they can

Dodge an incoming attack, allowing them to take no damage! This effect, however,

will not work if the winner manages to roll a 20 or higher of their own.

o A losing Character rolling to Dodge also adds their Reflex Points (RP) to the d20

result, so a Character with 3 RP would add a +3 modifier to the d20 result.

o If engaged in a Pokemon Battle, the losing Trainer’s Pokemon would instead

Dodge the opposing Pokemon’s attack.

o If engaged in a Dice Battle with no damage being dealt, the losing Character’s

d20 will grant the Character a +3 on their next Skill Check.

• If a Character is simply rolling a Skill Check against a Difficulty Rating, a result of

20 or higher grants them a +6 on their next roll if passed, and a +3 on their next roll

if failed.

• A Character can spend 1 Determination Point (DP) to add a +5 modifier to their d20

result.

Pokemon Types and STAB (Same Type Attack Bonuses):

• Every Pokemon has a Type associated with them, like Pikachu being an Electric-Type

Pokemon.

• These Types determine Strengths and Weaknesses that Pokemon have against other

Types. The full list of Types and their effectiveness against other Types are listed in the

Pokedex.

• In Battle, these Types can be Super Effective, Not Very Effective, or have No Effect

against other types.

o If a Pokemon uses a Move that has a Type that is Super Effective against the

opposing Pokemon’s Type, that attack inflicts an additional +3 Damage. If the

Move is Super Effective against both the opposing Pokemon’s Types, then it

inflicts an additional +6 Damage instead.

o If a Pokemon uses a Move that has a Type that is Not Very Effective against the

opposing Pokemon’s Type, that attack inflicts -3 less damage. If the Move is

Not Very Effective against both the opposing Pokemon’s Types, then it inflicts

-6 less Damage instead.

• A Pokemon can gain a STAB, or Same Type Attack Bonus, if they attack with a

Move that shares their Type. An example of this is a Pikachu, being an Electric Type,

using Thunderbolt, an Electric Type Move.

o A Pokemon that gains a STAB with their Move does an additional +2

Damage.

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Pokemon and Stats:

• Other than HP, each Pokemon has a value for:

o Attack

o Special Attack

o Defense

o Special Defense

o Speed

• These Stats determine how strong Pokemon are when using certain Moves, and when

defending against certain Moves.

• Each Move has a Category defining what kind of attack it is, either Physical, Special, or

Status.

• With Physical Moves, Pokemon refer to Attack when making them and Defense

when defending against them.

o If the attacking Pokemon’s Attack Stat is higher than the defending

Pokemon’s Defense Stat, their Physical Moves inflict an additional +2

Damage.

o If the attacking Pokemon’s Attack Stat is equal to or lower than the Defending

Pokemon’s Defense Stat, their Physical Moves inflict -2 less Damage.

• With Special Moves, Pokemon refer to Special Attack when making them and

Special Defense when defending against them.

o If the attacking Pokemon’s Special Attack Stat is higher than the defending

Pokemon’s Special Defense Stat, their Special Moves inflict an additional +2

Damage.

o If the attacking Pokemon’s Special Attack Stat is equal to or lower than the

defending Pokemon’s Special Defense Stat, their Special Moves inflict -2 less

Damage.

• Status Moves are generally not affected by Stats.

• When Pokemon and Trainers roll a Battle Sense Dice Battle to determine who gets to

perform their Action, the Pokemon with the higher Speed Stat adds an additional +3

to their result.

Status Conditions and their Effects:

• Sometimes, a Pokemon or Character can become inflicted with a Status Condition when

attacked by another Pokemon. Pokemon Abilities might also find a way to inflict a Status

Condition.

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• Each Condition produces a different Effect that cannot be treated normally. It must be

treated with the use of Items or Pokemon Moves and Abilities or by a Nurse Joy at

the Pokemon Center.

• The list of Status Conditions and their Effects will be listed in Chart 2.1.

Chart 2.1

Status Condition Effects

Burn A Burned target loses -3 HP at the end of

every round. Does nothing outside of

Encounters.

Freeze A Frozen target is unable to make any

Movements, Actions or Free Actions. Roll a

d20 at the Beginning of each round. On a

result of 4 or less, the target is Thawed and no

longer Frozen. A target can also be Thawed

by using or by being hit by a Fire Type Move.

Outside of Encounters, a Frozen target can

have a chance to Thaw every 30 minutes.

Paralyze A Paralyzed target rolls a d20 every time they

perform an Action. On a result of 5 or less,

that target is unable to perform their Action.

Poison A Poisoned target loses -2 HP at the end of

every round. Outside of Encounters, a

Poisoned target loses -2 HP every hour until

healed.

Sleep A Sleeping target is unable to make any

Movements, Actions or Free Actions for d6

rounds. The target wakes up at the beginning

of the round. Outside of Encounters, the target

sleeps for d6 hours.

Confusion A Confused target rolls a d20 at the beginning

of every round. On a result of 6 or less, that

target uses their Action to attack themselves,

inflicting 4 Physical Damage. Confusion lasts

for d6 rounds.

Flinch A Flinched target is unable to perform any

Actions the next round. Does nothing outside

of Encounters.

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Pokemon Day Cares:

• Trainers that wish to have their Pokemon taken care of temporarily may drop them off at

a Pokemon Day Care. These Day Cares can help Level Up Pokemon and teach them

Moves in their time together. The Breeders working there might also be able to

successfully produce an Egg if Pokemon are left together.

o A Pokemon that is left at a Day Care may gain 1 Level every 5-7 days. It can

be up to the PM how much exactly is given and when, though this will be the

most common.

o The Day Care will ask the Trainer to pay up to 100 for every Level that the

Pokemon gains in their care.

o Every day, the PM may roll a d20 if there are 2 Pokemon left together at the Day

Care with the same Egg Group. On a result of 15 or higher, the Pokemon

manage to produce an Egg. Both Pokemon need to, at least, belong to 1 of the

same Egg Groups. If they both share 2 Egg Groups, then they can add a +3

to the result.

• When an Egg is produced, the owning Trainers may claim it and carry it with them. The

Egg counts as a Pokemon Party Member, so the Trainer can only have 5 Pokemon

with them while carrying an Egg.

o An Egg may hatch when it has been carried with the Trainer for at least d6

days, rolled by the PM, though it is really up to the PM to decide when the time is

right.

o When a Pokemon Hatches, they begin their new life at Level 1.

Move Tutors:

• Rather than the typical TM / HM system in the games, these Moves will be taught

through Move Tutors. These Move Tutors have the abilities to teach Pokemon Moves

that they would not normally know through Leveling.

o The Moves that each Move Tutor will know and teach are up to the PM.

o The Trainers will need to pay for each Move being taught. These moves and their

prices can be left to the PM to decide, but they can also get an idea in Chart 2.2.