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Trainer

Skill Rolls Edit

In general, when you want to do something, you say what you want your character to do and the GM tells you the skill associated with that. Want to lift a boulder? That's the brawn skill. Want to repair a machine? That's the science skill.

You take the stat associated with the skill and then roll 1d60, or 2d60 if you have an appropriate skill. Add the highest die result to your stat. (Remember that in this game, the term rolling a d60 is shorthand for rolling a d6 and multiplying the result by 10.)

Gordon wants to cook a fancy meal. This would be covered under Artistry, a skill he has, so he rolls 2d60, gets a 20 and a 40. He adds the 40 to his sense of 70 for a total of 110.

Additionally, you can have a Pokemon attempt to take care of a task for you. You give a brief explanation of what the Pokemon does to take care of the task and then roll a d60 for it, adding it to the same stat you would be using as a trainer. If a Pokemon has a move that fits the task at hand, it can use the move to solve the task. Use the move's power in place of the die result if it's a good fit for the task. If the GM feels the move is a perfect fit, the move will have its power doubled or automatically succeed while poor fits may have their power halved or have no effect.

Gordon's Ivysaur prepares a salad to go with the entree, using Overgrowth to cause salad ingredients to sproud. Overgrowth is a 40 power move, and since this is still a cooking roll the sense attribute is used, and Ivysaur's sense is 50, for a total of 90.

Normally, however, trainers work together with their Pokemon to achieve more than each could alone. When doing so, use the higher stat of either the trainer or the Pokemon. The Pokemon gets to roll a die or use a move and the trainer may also roll a die if he or she has an appropriate skill. Use the highest result.

Gordon and Ivysaur work together to do some flower arranging to set off the meal. Gordon has a sense of 70 and with the cooking skill he rolls a d60 and gets 50. But since Ivysaur will be using Petal Blizzard, we'll ignore the 50 that got rolled and add the 100 power of the move to the Gordon's sense for total of 170. This incredible result will surely wow even the most stoic of guests.

Examples Edit

Here are some examples of explaining how your Pokemon is helping you on a test without using a move:

"My Raticate will use its big ears to help me search for wild Pokemon."

"I'll watch my Umbreon and sneak like it does to get by these guards."

"This cute Togepi is gonna help me pick up chicks."

"I'll use this Voltorb to power my gear to run these experiments over the next few hours."

"Fighting is strong against rock, so this Macchop should be able to break down that boulder into smaller pieces so I can get it out of the way."

"Caterpie's silk will be an excellent material to weave this scarf out of."

Bad ExamplesEdit

None of these would work:

"I'm going to have my Jigglypuff do the heavy lifting."

"I'm going to run faster by having my Slowpoke pull me."

"I'm going to have my Weezing make puppy-dog eyes to help convince the guard to let me pass."

Move ExamplesEdit

Here are some examples of explaining how you are having a Pokemon use a move to assist you on a roll, with how we would rate the effectiveness of that move in parentheses. Note that each GM will handle things with their own style, and you should respect that. It's still an improvement for you over the randomness of a die roll.

"I'm going to use Umbreon's Moonshadow move to help me sneak into the building." (This is entirely reasonable, though it might be half as effective in a brightly lit area."

"Charmander will use Ember to help me bake this cake at the perfect temperature" (Great use of the move. Normal effectiveness.)

"Charmander will use Fire Blast to help me bake this cake at the perfect temperature." (Fire Blast would destroy the cake, half as effective, or even no benefit."

"My Houndour is going to use headbutt to see if it can knock an extra Pokemon out of the tree and into this encounter."

"Sneasel is going to use Cut to cut us a path through that overgrowth." (For the most part, anything a move could do automatically in the games is an automatic success here too, so automatic success.)

"Sneasel is going to use Night Slash to cut us a path through that overgrowth." (A very reasonable suggestion. Normal effectiveness.)

"Sneasel is going to use Ice Beam to destroy the plants and get a us a path through that overgrowth." (No effect. Even though ice is super effective against grass, in this instance, we would imagine the ice freezing over the plants and potentially making it harder to get through the area.)

Difficulties Edit

Here are some basic guidelines to handing out difficulties.

70: This would only be challenging to a novice.

Swimming across the deep end of a pool, climbing over a fence, disinfecting a wound.

100: This is at the upper end of what an untrained person can do.

Swimming across a fast stream, climbing a difficult tree, performing CPR.

130: This would take skill to accomplish.

Swimming across a stormy pond, climbing a fence topped with razor wire safely, setting a broken bone.

160: This would take an expert to accomplish.

Swimming whitewater rapids, climbing a cliff face, performing surgery.

200: This would tax even a recognized master in the field.

Swimming across a whirlpool, climbing a slippery cliff face, performing experimental brain surgery.

Saves Edit

Another method of resolving things is done through saves. Saves are generally used to defend against bad things happening. To make a save, you roll a d20, multiply it by 10, and try to get less than or equal to your associated stat. If you succeed, you pass the save and avoid whatever bad thing would have happened. If not, you are hit. There are 4 types of save in this game, one for each stat.

Speed saves are used to move quickly to avoid danger and to dodge melee attacks.

Examples: Moving out of the path of an oncoming car, dodging a punch, jumping out of the way of harm.

Strength saves protect you against threats that can be overcome by being big, strong, or healthy.

Examples: Not passing out from a blow, breaking free of a pin, headbutting someone without getting hurt.

Sense saves are used to detect trouble before it becomes a problem and to dodge ranged attacks.

Examples: Dodging a wrench or ball, spotting a trap at the last second, noticing the poison in your drink.

Mind saves are used when force of will is essential.

Examples: Resisting psychic assault, not giving in to a taunt, keeping cool under pressure.

GM Note
There can be some overlap between where a skill roll is called for and when a save is called for. While this is ultimately up to you as a GM, we recommend saves where split-second timing and urgent action are needed. Skill rolls are used when the player has time to choose what to do. A good rule of thumb is if it doesn't make sense for the player to be able to incorporate any Pokemon on the task because they don't have time to shout an order or get anyone else's help, that's a good time for a save.

Capturing Pokémon Edit

In your travels you will come across groups of wild Pokémon. And you gotta catch ‘em all. But how?

It used to be that trainers had to battle Pokémon to the brink of fainting to catch one, but not too much or the Pokémon will faint and your pokeball can’t pick up an ID and register the Pokémon digitally. Those days are past. Advances in pokeball technology allow even a cheap pokeball to capture full-health Pokémon. Now, instead of a lengthy battle where trainers attempt to do well, but not too well, the first thing they do when they see wild Pokémon is to start throwing Pokeballs.

The GM will announce when the players have entered an area where wild Pokémon are easy to be found and the difficulty for that area. Each trainer makes a Nature roll to see if they can find extra Pokemon, and the difficulty of that roll will be announced by the GM. Then each player rolls a d20 to see which Pokemon they found, or 2d20 if they pass their nature roll to see what two Pokemon they find. The GM compares the numbers the players roll to the encounter table and puts in a Pokemon for each result. These are the Pokemon that the players found and have surrounded, at least for a little while.

The players act first. In order of their nature rolls, from highest to lowest, they each get to make one quick action. They could throw a Pokeball, which grants them one or more d6's to roll. If at least one of the dice beats the capture difficulty (consult the chart below) the Pokemon is caught. If not, nothing happens and it's the next person's turn. A player could use a berry to entice a Pokemon into being easier to catch, and the effect is determined by the berry. The trainer could also throw a rock or have one of their Pokemon attack the wild Pokemon to make it easier to catch. This is called weakening the target and doing so grants all trainers an extra d6 to catch that Pokemon. Multiple trainers can weaken the same target for a massive boost to catching that Pokemon.

Once all the trainers have taken their action, the wild Pokemon get to take a turn. They can flee, in which case the GM gives them a 50/50 shot of getting away. They can attack, dealing automatic damage to any single trainer or trainer's Pokemon that's out on the field at the moment, based on the chart to follow. Some Pokemon may have other options available to them. Generally, fast Pokemon like Sentret or Rapidash run away the first chance they get, moderately fast ones like start making a getaway on the second turn, and the slowest like Metapod or Slowpoke take 3 turns to start running.

Trainers and wild Pokemon continue to alternate turns until no wild Pokemon are left.

The Chart Edit

Challenge

Capture

Nature Roll

Damage
Starter >1 70 20
Weak >2 100 40
Average >3 130 60
Strong >4 160 80
Maxed >5 200 100

Note: When attempting to catch a legendary Pokemon, you get one less die for catching it.

Checking Out Your New Pokemon Edit

When you capture a wild Pokemon, the GM might have printed out a custom sheet. But this can get wasteful when players are catching tons of wild Pokemon and only using a few. So to save paper, we have a simpler method.

Normally, all you'll need to do is write down the type of Pokemon and its challenge rating. This Pokemon will be stored in the PC, and maybe you'll never use it. But if you do decide to withdraw it, boot up the Pokemon Sheet program and generate a sheet for that Pokemon at the appropriate difficulty setting, and voila, there's all the information you need on the Pokemon.

Automatic Catches Edit

Sometimes, you don't have to roll to catch a Pokemon. However, just for consistency's sake, you should still use a pokeball, any kind, to catch the Pokemon. An example is when you hatch an egg or evolve a Nincada and get a Shedinja. The Pokemon will not take any skill to catch, it's automatic. You simply choose the ball you wish to catch the Pokemon with and it's caught.

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