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Basic Game Mechanics

Proficiencies
Trainers and Pokemon have Proficiencies that determine how well they take actions such as
climbing a hill, picking a lock, sneaking around, and interpreting their environment.

Proficiencies are created by the players and GMs, and both should work together to ensure that
a Proficiency is useful without being too broad. For Trainers, Proficiencies largely represent
bundles of learned skills that can be described in terms of a profession or hobby, but for
Pokemon this can also involve their unique biology. A typical Proficiency for a Trainer might be
Ruins Maniac or Cat Burglar, while on the Pokemon side, a Ralts might have the Psychic
Empath Proficiency and a Hoothoot the Night Watch Proficiency.

Each Proficiency is given a value, which is how much they add to a 1d20 roll in an Action Check
(see below).

Defining Trait
Each Trainer and Pokemon also has a Defining Trait, This Trait is the word that comes to mind
when people talk about your character, so when selecting, complete the following sentence:

That person’s got …


Guts​: strength, stamina, and endurance.
Swag​: handiness, grace, and reflexes.
Smarts​: intellect, guile, and investigation.
Moxie​: charisma, intimidation, and performance.

When making Action Checks that would use your Defining Trait, you roll with +1 Boon.

Action Checks
Whether it’s you or your Pokemon acting, you roll 1d20 and add up to one relevant Proficiency
rating to it. If your Defining Trait applies, add one Boon to the roll. Your Pokemon may assist
you with a roll or vice versa, but only if they have an applicable Proficiency or Defining Trait for
the roll. In this case, add one Boon to the roll.

The GM sets the Target Number to meet for the Action Check. This is usually 10 for most
checks, though for more difficult situations, the GM may add +1 Bane, increase the Target
Number to 15, or both (​note to self: change this shit later, proficiency math messes this up​). If
you fail to meet the TN by only a couple points, the GM may declare that you still achieve your
goal but suffer a cost or complication in doing so, called a Mishap.

Some checks may not be possible to attempt at all without an applicable Proficiency. For
example, a Trainer without a Proficiency related to lockpicking or hacking cannot attempt those
actions at all. An untrained person simply would not have enough of an idea of what to do
without learning. Similarly, a Pokemon without a Proficiency related to psionically sensing
emotions, such as Psychic Empath, isn’t going to be doing that at all.

Boons and Banes work as the following: Each cancels out the other on a roll, so for example a
roll in which you get two Boons and one Bane results in one Boon. After cancelling out Boons
and Banes, roll a d6 for each Boon or Bane remaining. Take the highest result out of these d6
and apply them as a bonus if it’s a Boon or a penalty if it’s a Bane.

For example, a Trainer is trying to sneak through a haunted library at night. They have a Cat
Burglar Proficiency with a value of +3, and their Defining Trait is Finesse. In addition, they have
a Hoothoot with the Night Watch Proficiency, which is applicable to this situation (the value of
the Hoothoot’s Proficiency in this case does not matter).

The Trainer would roll 1d20+3 with two Boons. They roll a 2 on the d20 and 4 and 6 on the
Boons. They would add their d20 result (2) with their Proficiency bonus (3) with the highest of
the applicable Boons (6) for a total result of 11!

Opposed checks work the same way as they always have.

Character Creation

Trainer Creation Summary


1) Create Proficiencies
2) Choose Defining Trait
3) Choose Combat Stats
4) Choose Class
5) Choose Background

Create Proficiencies
Level 1 Trainers have 5 points to distribute among Proficiencies of their choice, adding no more
than 3 points to a single Proficiency.

Some Examples:
Cat Burglar
Ruins Maniac
Street Rat
Ranger
TV Reporter
Tech Nerd

Additionally, your Background may also give you a Proficiency at +3 value. Proficiencies are
descriptors that specify the sort of stuff your character is good at - it can be a profession, hobby,
sub-culture, skillset, or even personality trait. These should be neither too broad nor overly
specific, should be at least occasionally useful, and should provide a context for the character
within the game's setting.

Defining Traits
Pick a Defining Trait for your character out of Guts, Finesse, Wits, and Moxie.

Action Points
- You start with 5 AP
- You gain +1 AP when you go up to Tier 2, up to Tier 3, and at level 15
Combat Stats
Trainers choose one of the following Builds, out of Speedy, Defensive, and Balanced.
Whenever you level up, follow the Stat Advances for the chosen Build.​ Important Note​:
Trainers use Speed for Evasion but NOT for Initiative! They act on their active Pokemon’s
Initiative Tick.

Speedy
HP: 40
Attack: 5
Defense: 5
Special Attack: 5
Special Defense: 5
Speed: 3

Tier 1 Advances (2-5)


[ ] +1 Speed
[ ] +1 Speed
[ ] +1 Def and Sp. Def, +1 to one of them
[ ] +1 Def and Sp. Def, +1 to one of them

Defensive
HP: 40
Attack: 5
Defense: 10
Special Attack: 5
Special Defense: 10
Speed: 1

Tier 1 Advances (2-5)


[ ] +3 Def
[ ] +3 Def
[ ] +3 Sp. Def
[ ] +3 Sp. Def

Balanced
HP: 40
Attack: 5
Defense: 7
Special Attack: 5
Special Defense: 7
Speed: 2

Tier 1 Advances (2-5)


[ ] +1 Speed
[ ] +1 Def and Sp. Def, +1 to one of them
[ ] +1 Def and Sp. Def, +1 to one of them
[ ] +1 Def and Sp. Def, +1 to one of them

Trainer Classes and Specializations


Trainers pick one ​Trainer Class​ which broadly describes their archetype as a Trainer. The four
Trainer Classes are ​Backpacker​, ​Expert​, ​Researcher​, and ​Socialite​. Trainers can also take
up to two Specializations, which are like talent trees of Features. (Old PTU players:
Specializations are what you remember as “Classes” before)

Pick your Trainer Class and follow the advancement instructions listed under it. You will always
begin with 1 Specialization Feature in addition to your starting Trainer Class Features.

Progression
Trainers and Pokemon alike range from levels 1 to 15. This level range is further divided into
three Tiers for the sake of Feature prerequisites, Evolution, organizing Pokemon Moves, and
other aspects of the system.

Tier 1 is considered to be level 1-5


Tier 2 is considered to be level 6-10
Tier 3 is considered to be level 11-15

All Trainers in a party gain levels at the same time during a Downtime Phase, when the GM
decides the party has reached a major milestone. This could be conquering a Gym Challenge,
finally making it to a city they’ve been striving to reach in their travels, defeating and capturing
an Admin of a criminal team, or any of a number of other endeavors.

As noted later in the Downtime section, Pokemon levels are tied to Trainer levels. During a
Downtime Phase, all Pokemon a Trainer has that are lower than their Trainer level (use their
new level if they’ve leveled up) are brought up to their Trainer level.

● At each level, gain +4 HP and follow your Trainer Class and Stat Build advancement.
● At levels 3, 6, 9, 12, and 15 add +1 to all of your Proficiencies.
● Each time you increase your Tier, gain a Proficiency at +1 value (then apply all bonuses
from level ups to that Proficiency as well). You may then rearrange the base values of
your Proficiencies, though a Proficiency may not go up or down by more than +/- 1. You
may not gain new Proficiencies or lose any through this process.
Backgrounds
Ace Trainer
Proficiency - Ace Trainer (+3): ​You’re knowledgeable about the Pokemon League and excel at
commanding Pokemon under your guidance.
Talent - Elite Guidance: ​Each Camp Phase choose one of the following effects: +1 Crit and Effect
Range; +1 Evasion; +1 Accuracy; or +1 Initiative. All your Pokemon gain the chosen effect until the next
Camp Phase. The same effect does not stack with Socialite’s Grooming, but two different effects may be
chosen.

Acrobat
Proficiency - Acrobat (+3): ​You excel in balance, agility, reflexes, and gymnastics.
Talent - Quick​: You gain +1 Speed, and +2 Movement. You can stand up from being tripped as a free
action on your turn.

Artist
Proficiency - Artist (+3): ​Select a Proficiency like “Painter”, “Dancer”, “Guitarist”, “Photographer”, or
similar. You begin with an instrument, clothes, or tools to support your chosen artform.
Talent - Creativity​: ??

Athlete
Proficiency - Athlete (+3)​: You excel at feats of strength such as lifting, pushing, pulling, climbing, and
running.
Talent - Feisty: ​Whenever you become Shaken, you gain a Tick of Temporary Hit Points and your next
(maneuver list) this Scene is treated as a DB1 physical attack in addition to its other effects.

Botanist
Proficiency - Botanist (+3): ​You know a great deal about plants and mushrooms. This Proficiency can
be applied when making forage rolls. If you roll 20+ when you forage, you may choose to instead collect
as if you’d rolled a 6, 11, or 16 and collect the maximum number of herbs, berries, or mushrooms
possible.
Talent - Herbal Medicine: ​During the Camp phase, you can turn x2 Berries, Herbs, or Mushrooms or a
mix thereof into x1 dose of Herbal Medicine.

Bully
Proficiency - Bully (+3)​: You’re excellent at browbeating and intimidating others.
Talent - Browbeat: ​You learn the moves Mean Look and Headbutt.

Capture Specialist
Supplies - Capture Supplies​: x3 Flash Caps , x3 Glue Caps
Talent - Cannon Specialist​: You begin play with a Capsule Cannon. You make attacks with Cap
Cannons with a +2 Bonus to Accuracy, and with a +2 Bonus to Range.

Chemist
Proficiency - Chemist (+3): ​You’re educated in chemistry and physics.
Supplies - Chemist Supplies:​ x3 Pester Balls
Talent - Chemistry Training:​ You may spend 1 AP to throw a Pester Ball as a Minor Action

Detective
Supplies - Detective Supplies​: x1 Dark-Vision Goggles, x1 Pair of Manacles, x1 Zap Gun
Proficiency - Detective (+3)​: You’re an excellent Investigator and Interrogator.

Gambler
Talent - Gamblin Ramblin Dude​: During downtime you can choose to go gamble. You gain 1d4-2
Supply Points; rolling a negative number reduces your available supply points.
Talent - Lucky​: Each time you complete an extended rest or camp phase, you gain 1 Luck Point. You
may spend it to re-roll any roll you or your Pokemon make. You cannot re-roll natural 1’s this way.

Gadgeteer
Supplies - Gadgetry Supplies​: x3 Scrap
Talent - Tinkering​: As a Camp Action you can expend any amount of scrap, gaining one of the following
per Scrap spent: a Small Melee Weapon, a Zap Gun, a Grappling Hook, Dark Vision Goggles, x2 Poke
Balls, or x2 Poke Ball cases. All Items created this way only last until your next resupply.

Jr Trainer
Proficiency - Versatile (+3)​: You gain a Proficiency of your choice at +3 value.
Supplies - Trainer Supplies​: x2 Potions, x2 Full Heals

Medic
Proficiency - Medic (+3): ​You’re educated in medicine and anatomy.
Supplies - Medic Supplies​: x1 Medical Kit
Talent - Medic Training​: When you take the Treatment Camp Action, restore 3 Ticks of Hit Points
instead and you may target an additional ally (this does not expend another use of the Medical Kit).

Heartbreaker
Proficiency - Heartbreaker (+3)​: You’re so beautiful; you excel in flirting and seducing.
Talent - Enchanting Gaze​: You can use the moves Attract and Baby-Doll Eyes.

Hiker
Supplies - Hiking Supplies​: x1 Climbing Gear, x1 Recon Kit, x2 Repel
Talent - Outdoorsman​: Choose a Terrain from Grassland, Forest, Wetlands, Ocean, Tundra, Mountain,
Cave, or Desert. Your group rolls with +1 Boon when making Travel Rolls in that terrain.

Occultist
Proficiency - Occult (+3): ​You’re educated in occult lore
Supplies - Occult Supplies​: x6 Cleanse Tags.
Talent - Spooky Training​: You can see Invisible Pokemon and are immune to being Cursed. While
holding a Cleanse Tag, you have +1 Boon when warding off or intimidating Ghost, Dark, Psychic, and
Fairy Type Pokemon. This talent does not stack with Spooky Book.

Rich Kid
Supplies - Variable Supplies: ​You gain +2 Supply Points or +1 Wealth on Downtime
Talent - Credit Card:​ (something about making narratively-appropriate big purchases?)
Ruins Maniac
Proficiency - Ruins Maniac (+3): ​You are an expert of geology, paleontology, ancient lore, and ruin
exploration.
Supplies - Adventure Supplies: ​x1 Flashlight, x1 Grappling Hook, x1 Rope
Talent - Geology Training​: You can use a Camp Action to create three Type Gems, of a type chosen by
the GM.

Super Nerd
Proficiency - Nerd (+3): ​You gain an Academic Proficiency of your choice, and two Hobby Proficiencies
of your choice such as “Comic Books”, “Science Fiction”, or “Anime”.
Talent - Reading:

Thief
Supplies - Thief Supplies: ​x3 Lockpicks, x3 Smoke Bombs
Proficiency - Thief (+3): ​You excel when hiding, sneaking, picking pockets, opening locks, and other
larcenous activities..
Trainer Classes

Backpacker
1​: ​Survivalist​, ​Equipment Savant, ​+1 Specialization Feature
2​: +1 General or Specialization Feature
3​: ​Terrain Mastery
4​: +1 General or Specialization Feature
5​: ​Camp Expert

Survivalist​: Gain all of the following.


● Choose two Terrains out of Grassland, Forest, Wetlands, Ocean, Tundra, Mountain,
Cave, or Desert. You have Naturewalk for and always count as having an appropriate
Trait when performing Travel Rolls and rolls related to wilderness survival in the chosen
Terrains. Whenever you increase your Tier, choose another Terrain.
● You gain 2 additional SP during each Downtime Phase which must be spent on Travel
Helpers.

Equipment Savant
1 AP - Minor Action
Effect​: You may use Equipment Savant only if your Trainer is not taking a Standard Action this
turn. Use or Equip an Item or piece of Equipment which would normally require a Standard
Action to use or equip. You may not make an Attack with a Weapon this way - using other Items
or Equipment that requires “Attacks” (such as Cap Cannons or Pester Balls) is acceptable.

Terrain Mastery
Static
Effect​: You and your Pokemon have 5 Damage Reduction while in Rough Terrain. This
Damage Reduction is lost upon taking Damage until your Pokemon moves to a new square of
Rough Terrain.

Camp Expert
Static
Effect​: You can take an additional Camp Action during the Camp Phase.
Expert
1: ​Adroit​, ​Surge​, +1 Specialization Feature
2: +1 General or Specialization Feature
3: ​Ingenuity
4: +1 General or Specialization Feature
5: ​Live and Learn

Adroit
Scene x2 - Free Action
Trigger:​ You make a Action Check
Effect: ​Make your Roll twice and use either roll to resolve the Action Check. If you use the lower
roll, this Feature’s Frequency is not spent. This Feature may be activated only once per round
and cannot be applied to Travel Rolls.

Surge
Scene - Free Action
Trigger​: You spend your last AP
Effect​: Choose one: you gain a +3 DB Bonus on your next damage roll; your Pokemon regains
one use of a Scene Frequency Move; or you regain 2 AP.

Ingenuity
Static
Effect​: The first time your Pokemon uses each given Move in a Scene, it gains a +2 Bonus to
Accuracy.

Live and Learn


Daily x3 – Free Action
Trigger​:You or your Pokemon fail a Save Check, or roll a Mishap or Failure on a Action Check
or Travel Roll
Effect​: Add +1 Boon to the next roll of the same type that the triggering user makes.
Researcher
1: ​Bookworm​, ​Keen Mind​, +1 Specialization Feature
2: +1 General or Specialization Feature
3: ​Field Study
4: +1 General or Specialization Feature
5: ​Guidance

Bookworm​: You have 1 Study Point per Tier. During the Camp Phase, you can read the books
in your inventory and gain the benefits of those books until the next Camp Phase by investing
one Study Point per book. This does not expend your Camp Action. All Study Points are
returned at the next Camp Phase.

Keen Mind
Scene x2 - Free Action
Trigger: ​You make an Action Roll and apply a bonus from an Academic Proficiency
Effect​: Gain +1 Boon to the triggering roll.

Field Study
Bind 2 AP - Free Action
Trigger​: You make a Travel Roll or do Nighttime Recon
Effect​: Through careful observation, you learn about one hidden hazard or dangerous presence
in the area which the GM informs you of. As long as Field Study remains Bound, you have one
Insight Point on that hazard or presence, you and your Pokemon roll Action Checks to search
for and interact with that hazard with +1 Boon. You may spend an Insight Point when you give
Orders to your Pokemon to gain one of the effects below. Then, Unbind that instance of Field
Study. You may have a number of instances of Field Study Bound at a time equal to your Tier.
● Your Pokemon’s next attack against a related target gains the Smite Keyword
● Your Pokemon’s next Combat Maneuver against a related target automatically hits and
succeeds
● Your Pokemon’s next attack against a related target is made as if they had the Mold
Breaker Ability.

Guidance
Static
Effect​: Your Pokémon’s base Move List Limit is increased by +1.

Socialite
1: Connections, Tier 1 Socialite Feature, +1 Specialization Feature
2: +1 General or Specialization Feature
3: Tier 1 Socialite Feature
4: +1 General or Specialization Feature
5: Tier 1 Socialite Feature

Connections​: Gain all of the following.


● Each Downtime Phase, you gain +1 Wealth.
● Each Downtime Phase, you can automatically find a contact of yours to do you a favor -
this can be gathering information about a topic, spreading news through the region,
setting up an event for you, etc.

Tier 1 Socialite Features


Impulse Purchases
Static
Effect​: At the start of every Adventure, you get 3 extra Supply Points. Instead of spending them
at the start of the adventure, you may spend them at any time you are traveling to declare you
have the Travel Items of your choice from the Medicine and Combat Consumables categories.

Groomer
Static
Effect​: Each Camp Phase, choose one of the effects below; all your Pokemon gain the chosen
effect until the next Camp Phase. They also gain a Tick of Temporary Hit Points at the start of
the first combat encounter they participate in for the day.
● +1 Crit and Effect Range
● +1 Evasion
● +1 Accuracy
● +1 Initiative

Assertive
Scene x2 - Free Action
Trigger​: You use an Order.
Effect​: You may use an additional Order.

General Features

Orders
All Trainers start with the following Orders. They cost 1 AP to use.

Critical Eye:​ The target loses 2 Initiative, but gains a +2 Bonus to Critical Hit Range and Effect
Range. These bonuses can stack and persist until a Critical Hit or attack that triggers an Effect
Range is struck. Cannot be used if Initiative would be lowered to 0 or less.
Defensive Stance: ​This round the target gains 5 Damage Reduction and +2 to Save Checks
but is Slowed and cannot make Attacks.
Savage Strike​: This round, the target’s next damaging attack receives a +3 Bonus to Accuracy
and +1 DB, but the target is Vulnerable against the next attack made against them.
Quick Maneuver: ​The target may immediately Disengage half their Speed and gains +3
Evasion for the rest of the round, but cannot Critically Strike or inflict any Effect Ranges.

Other
Combat Trainer
Static
Effect​: You gain +5 HP and +2 to Attack. On even levels you gain +1 more to HP and Attack;
this is retroactive.

Specializations

Pokemon Support Specializations

Fashionista
[Specialization]
Static
Effect​: During Downtime, you may go shopping and put together a Style for either yourself or
one of your Pokemon. A Pokemon can wear only one Style at a time. You have an additional
Equipment Slot that can only be used to wear a Style.

Styles grant the wearer a Trait related to the style of your choice as well as the Move below:

Cool​: Noble Roar


Beautiful​: Captivate
Cute​: Charm
Smart​: Taunt
Tough​: Scary Face

Style is Eternal
Prerequisites​: Fashionista
At-Will - Free Action
Trigger​: Your Pokémon's Held Item is disarmed, disabled, or removed by an effect
Effect​: Your Pokémon instead retains their Held Item and it is not disabled. If triggered by Magic
Room, your Pokemon ignores Magic Room for the full duration. Style is Eternal may only be
used once per Scene per Pokémon.
Runway Director
Prerequisites​: Fashionista
1 AP - Order
Target​: Your Pokemon
Effect​: Choose a Held Item or Style you have equipped. The target gains the effects of the
chosen Item or Style for one full round. Your Pokemon can each only gain the effects of a given
Item or Style once per Scene this way.

Taskmaster
[Specialization]
Static
Effect​: Your Pokemon with gain a +1 Bonus to their Critical Hit Range. While Shaken, they also
gain a +5 Bonus to Damage Rolls. Your Pokemon ignore the negative effects of being Wounded
(but still gain the condition, which must be removed before Shaken or Bruised can be cured).

Chaser
Prerequisites​: Taskmaster
2 AP - Free Action
Trigger: ​A foe moves away from your Pokemon and ends their turn
Effect​: Your Pokemon takes their next turn as an Interrupt. They do not provoke Punish Attacks
on this turn from movement and must move towards and target the triggering foe with a
damaging attack. This attack treats the triggering foe as Vulnerable. Chaser may be used only
once per Scene per Pokemon.

Brutal Lessons
Prerequisites​: Taskmaster
At-Will – Downtime Action
Target​: Your Pokémon
Effect​: Your Pokémon gains your choice of Bully or Cruelty Ability. A Pokemon may only have
one Ability gained this way.

Harsh Training
Prerequisites​: Brutal Lessons, Level 6
Static
Effect: ​When your Pokemon begin an encounter Shaken, they become Hardened for the rest of
the Scene. When Hardened Pokemon would become Fainted, they may immediately Shift and
use a Struggle Attack or At-Will Frequency damaging attack as a free action. When the Move is
resolved, your Pokemon then immediately faints. They cannot gain Hit Points or Temporary Hit
Points during this time.
Bonus​: Whenever you start a new Adventure or enter a Camp Phase, you may choose to train
your Pokemon as a Free Action. If you do, you make them Shaken.
Deadly Gambit
Prerequisites​: Taskmaster, Level 11
Scene – Free Action
Trigger​: Your Pokémon is the target of a foe’s damaging melee attack
Effect​: The triggering attack automatically hits as if it was a Critical Hit. Before damage
resolves, your Pokémon may use a 1-Target damaging attack on the foe making the triggering
attack as an Interrupt, Frequency allowing, and also automatically hits as a Critical Hit. Damage
for both attacks then resolve at the same time.
Note​: This effect bypasses immunity to Critical Hits on your own Pokémon, but not on the
target. Though both attacks hit automatically and are Critical Hits, you may still roll to activate
effects.

----

Ability: Bully
Scene x1 – Free Action
Trigger​: The user hits a foe with a damaging attack
Effect​: The target of the attack is pushed 1 Meter, Flinched, and Tripped.

Ability: Cruelty
Scene x1 – Swift Action
Trigger​: The user targets a foe with a damaging attack
Effect​: The attack gains a +2 Bonus to Damage Base, +4 Crit Range, and the target becomes
Bruised.

Duelist
[Specialization]
At-Will – Swift Action
Target​: A Pokémon or Trainer
Effect​: The foe becomes Tagged. Your Pokemon gain half their Momentum (rounded down) as
a Bonus to Accuracy Rolls against Tagged Foes. You can only have one tagged foe at a time,
and tagging a new foe removes previous tags.

Mechanic – Momentum​:
» Your Pokémon begins each Scene with 0 Momentum.
» At the end of each Combat round, your Pokémon gains +1 Momentum.
» Whenever your Pokémon hits a Tagged foe with an attack, they gain +1 Momentum.
» Your Pokémon has a maximum of 6 Momentum. (Use a d6 to track it!)
» All Momentum is lost when your Pokémon Faints, your Pokémon is recalled, or combat ends.

Effective Methods
Prerequisites​: Duelist
At-Will – Extended Action
Target​: Your Pokémon
Effect​: Your Pokémon gains your choice of the Exploit or Tolerance Ability. A Pokemon may
only have one Ability gained this way.

Flow of Battle
Prerequisites​: Duelist
1 AP – Free Action
Target​: Your Pokémon uses an Attack
Effect​: After the triggering attack is resolved, your Pokemon may Push, Pull, or Switch Places
with a foe within range. On a successful Maneuver, you may spend 1 Momentum to gain a +2d6
Bonus to Damage Rolls for 1 full round.

Expend Momentum
[Orders]
Prerequisites​: Effective Methods, Level 6
At-Will – Standard or Swift Action
Target​: Your Pokémon with Momentum
Effect​: Apply one of the following effects on the target by spending that much Momentum.
Multiple effects may be chosen at once.
- 1: The target doubles the bonuses from Tolerance or Exploit this round.
- 2: The target's Exploit becomes Tolerance for the rest of the round, or vice versa.
- 3: The target's next attack roll is rolled twice, and they use the highest result.

Seize the Moment


Prerequisites​: Flow of Battle, Level 11
Scene x2 - Free Action
Target​: Your Pokémon would gain Momentum while already at 6 Momentum.
Effect​: Your Pokemon loses 5 Momentum, and may immediately take their next turn. During
that turn, their damaging attacks against their Tagged foe gain the Smite keyword and are one
step more super-effective.

Juggler
[Specialization]
Scene x2 - Free Action, Priority
Effect​: You may throw a Poké Ball, recall a Pokemon, or release a Pokemon.
Bonus​: You can recall and send out a Pokemon as a Free Action during your turn.

Round Trip
Prerequisites​: Juggler
1 AP – Free Action
Trigger​: Your Pokémon uses a Move.
Effect​: You may immediately switch your Pokémon that just performed a Move for another of
your Pokémon. This effect lets Pokémon with the Trapped condition switch out.

Train Swiftness
Prerequisites​: Juggler
At-Will – Extended Action
Target​: Your Pokémon
Effect​: Your Pokémon gains your choice of the Celebrate or Sprint Ability. A Pokemon may only
have one Ability gained this way.

Tag In
Prerequisites​: Round Trip
1 AP - Free Action
Trigger​: Your Pokémon is recalled
Effect​: The next Pokémon you send out is treated as if the recalled Pokémon had used Baton
Pass on it.

First Blood
Prerequisites​: Juggler, Level 11
Scene – Free Action
Trigger​: You release a Pokémon from its Poké Ball
Effect​: Your Pokémon may use any Move as an Interrupt.

Stat Aces

Special Attack Ace


[Specialization]
At-Will – Extended Action
Target​: Your Pokemon
Effect​: Choose Tinted Lens or Type Energy. The target gains the chosen Ability. A Pokemon
can have only one Ability gained this way.

Energy Expertise
Prerequisites​: Special Attack Ace
Static
Effect​: Your Pokemon may perform Special Moves with a Range that includes a Burst, Cone,
Blast, or Line as if they had a range of Burst 1, Cone 2, Close Blast 2, or Line 4 instead of their
usual range.

Point-Blank Blast
[Stratagem] [Order]
Prerequisites​: Special Attack Ace
Bind 2 AP - Order
Target​: Your Pokemon
Effect​: While this Feature is Bound, the target's Special Moves gain a +2 Bonus to Accuracy
and Effect Range against targets within 4 meters.

Special Techniques
[Order]
Prerequisites​: Special Attack Ace
2 AP – Order
Target​: Your Pokemon
Effect​: Choose Nasty Plot or Tri Attack. For the rest of the Scene, the target may use the
chosen Move as if it was on their Move List. They must follow all normal limitations for the
Move, including Frequency. A Pokemon can be targeted by Special Techniques only once per
Scene.

Concentrated Storm
Prerequisites​: Special Attack Ace, Level 11
Scene x3 – Free Action
Effect​: Your Special Unlocked Pokemon may activate Concentrated Storm to use a Special
Move as if its range were "Melee, 1 target". If they do, the foe is put in a Vortex (even if the
attack misses). If the original Move was a Burst, Line, Cone, or Blast, it gains a +2d6+4 bonus
to damage. Concentrated Storm may only be used once per Scene per Pokemon.

Speed Freak
[Specialization]
At-Will – Extended Action
Target​: Your Pokemon
Effect​: Choose Sniper or Speed Boost. The target gains the chosen Ability. A Pokemon can
have only one Ability gained this way.

Speed Expertise
Prerequisites​: Speed Freak
Static
Effect​: Your Pokemon may Disengage 2 as a Minor Action. Whenever your Pokemon use the
Aim Maneuver, they also gain +2 Evasion for 1 full round.

Critical Velocity
[Stratagem]
Prerequisites​: Speed Freak
Bind 1 AP - Order
Target​: Your Pokemon
Effect​: While this Feature is Bound, the target gains a +2 Bonus to Critical Hit Range. The
target also gains a +5 Bonus to Damage Rolls against foes with an initiative lower than
themselves.

Speed Techniques
[Order]
Prerequisites​: Speed Freak, level 6
2 AP – Order
Target​: Your Pokemon
Effect​: Choose Agility or Me First. For the rest of the Scene, the target may use the chosen
Move as if it was on their Move List. They must follow all normal limitations for the Move,
including Frequency. A Pokemon can be targeted by Speed Techniques only once per Scene.

Inescapable Speed
Prerequisites​: Speed Freak, level 11
Scene x2 – Free Action
Trigger​: Your Speed Unlocked Pokemon hits with a damaging attack
Effect​: This attack deals additional damage equal to half your Pokemon's Speed Stat. This
cannot be triggered on a Move affected by the Accelerate Ability. Inescapable Speed may only
be used once per Scene per Pokemon.

Type Aces

Dragon Tamer *
[Specialization]
Static
Effect​: Your Pokemon’s Dragon-Type Attacks ignore Evasion against targets that have no other
combatants besides yourself within 2 meters, and on 18+ cause the target to become Slowed
for 1 full round.
Bonus​: Your Pokemon are always considered to have STAB with Dragon-Typed Damaging
Moves.

Dragon Tutor
Prerequisites​: Dragon Tamer
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Dragon-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Dragon Tutor at a time.
Your Pokemon can always learn at least one Move from Dragon Tutor, even if their Tutor List
contains no Dragon-Typed Moves. Work out with your GM what Move(s) are most suitable for
your Pokemon.

Unconquerable
[Orders] [Stratagem]
Prerequisites​: Dragon Tamer
Bind 1 AP – Order
Target​: Your Pokémon
Effect​: While this Feature is Bound, the target may roll a Save Check at the end of their turn.
On 17+, they are cured of one of Burn, Confusion, Curse, Infatuation, Sleep, Paralysis, or
Poison. If the target is Dragon-Typed, they additionally gain a Tick of Temporary HP.

This Will Not Stand


Prerequisites​: Dragon Tamer, Level 11
Scene x2 – Free Action
Trigger​: Your Pokémon becomes Bruised
Effect​: Your Pokémon becomes Enraged, and gains +1 Speed and a +5 bonus to Damage
Rolls for the rest of the Scene. If the triggering Pokemon is Dragon-Typed, their next
Dragon-Type attack that successfully hits deals damage as if were one step more effective. This
Will Not Stand may trigger only once per Scene per Pokémon.

Firestarter
[Specialization]
Static
Effect​: Your Pokémon’s damaging Fire-Type Moves Burn their target on a roll of 18+. If a Move
already has a chance to Burn a target, this Effect Range is instead increased by +3.
Bonus​: Your Pokemon are always considered to have STAB with Fire-Typed Damaging Moves.
Extra Bonus​: You turn into a vocaloid cover artist
https://www.youtube.com/watch?v=cRgPj35FZS4

Fire Tutor
Prerequisites​: Firestarter
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Fire-Typed Move
from their Tutor Lists. A Pokemon may only know one Move from Fire Tutor at a time. Your
Pokemon can always learn at least one Move from Fire Tutor, even if their Tutor List contains no
Fire-Typed Moves. Work out with your GM what Move(s) are most suitable for your Pokemon.

It's Always Sunny in Sequioa


[Orders] [Stratagem]
Prerequisites​: Firestarter
Target​: Your Pokémon
Effect​: While this Feature is Bound, the Target's Resisted Fire-Type Moves are instead Neutral.
The user’s Doubly Resisted Fire-Type Moves are instead Resisted.

Fan The Flames


Prerequisites​: Firestarter
Scene x2 – Free Action
Trigger​: Your Pokémon uses a 1-Target Fire-Type Move
Effect​: Instead of its usual range, the attack may be performed as if it had a range of Burst 1 if
melee, or Cone 2 if ranged. Place a Fire Hazard in any unoccupied squares targeted by this
attack.

Fire Hazards - Anyone who begins or ends their turn on a Fire Hazard are Burned. Anyone
that passes through a Fire Hazard loses a Tick of Hit Points. If a Ground, Rock, or Water-Type
Move targets a square (or a target in a square) with Fire Hazard in them, the Fire Hazards are
destroyed. All effects that destroy Hazards extinguish Fire Hazards.

Poisoner
[Specialization]
Static
Effect​: The first time in a Scene each of your Pokemon hits with a damaging Poison-Typed
Move, you may choose one target hit by the Move. That target becomes Poisoned.
Bonus​: Your Pokemon are always considered to have STAB with Poison-Typed Damaging
Moves.

Poison Tutor
Prerequisites​: Poisoner
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Poison-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Poison Tutor at a time.
Your Pokemon can always learn at least one Move from Poison Tutor, even if their Tutor List
contains no Poison-Typed Moves. Work out with your GM what Move(s) are most suitable for
your Pokemon.

Adaptable Toxins
Prerequisites​: Poisoner
At-Will – Free Action
Trigger​: Your Pokémon inflicts Poison on a foe
Effect​: The foe does not necessarily take a -5 penalty to Special Defense from Poison; instead,
that penalty applies to the Combat Stat of your choice. Additionally, if your triggering Pokemon
is Poison-Type, whenever the target loses Hit Points from Poison, they lose additional Hit Points
equal to twice your Tier.
Debilitate
[Order] [Stratagem]
Prerequisites​: Poisoner
Bind 1 AP – Order
Target​: Your Pokémon
Effect​: While this Feature is Bound, when the target successfully hits a Poisoned or Blighted foe
with a Poison-Type Move, the foe gains a -2 penalty to Accuracy Rolls and Evasion for one full
round.

Corrosive Blight
Prerequisites​: Poisoner, Level 11
Scene x2 – Free Action
Trigger​: Your Pokémon hits a foe with a Poison-Type Attack
Effect​: The target gains the Blight Condition for one full round. Blighted targets lose a Tick of Hit
Points upon being hit by any attack. If the attack is Poison-Typed, the Blight effect’s duration is
refreshed.

Dark Ace
[Orders] [Stratagem]
Prerequisites​: Type Ace, Dark as Chosen Type
Bind 2 AP – Order
Target​: Your Pokemon
Effect​: While this Feature is Bound, the target gains a +1 Bonus to Critical Hit Range, and their
damaging Dark-Type attacks deal +5 Damage against Flanked or Vulnerable targets.
Bonus​: Your Pokemon are always considered to have STAB with Dark-Typed Damaging
Moves.

Dark Tutor
Prerequisites​: Dark Ace
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Dark-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Dark Tutor at a time.
Your Pokemon can always learn at least one Move from Dark Tutor, even if their Tutor List
contains no Dark-Typed Moves. Work out with your GM what Move(s) are most suitable for your
Pokemon.

Clever Ruse
Prerequisites​: Dark Ace
At-Will - Free Action
Trigger: ​Your Pokemon misses all targets with an attack that does not have Smite
Effect: ​Your Pokemon gains +4 Evasion for 1 full round, and treats all targets they missed as
Vulnerable for their next Dark-Typed attack this Scene.

Bug Catcher
[Specialization]
Downtime Action
Effect​: Your Bug-Type Pokemon learns a Move from its Level-Up list as if it were one Tier
higher. You may use this effect only once per Tier.
Bonus​: Your Pokemon are always considered to have STAB with Bug-Typed Damaging Moves.

Bug Tutor
Prerequisites​: Bug Catcher
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Bug-Typed Move
from their Tutor Lists. A Pokemon may only know one Move from Bug Tutor at a time. Your
Pokemon can always learn at least one Move from Bug Tutor, even if their Tutor List contains
no Bug-Typed Moves. Work out with your GM what Move(s) are most suitable for your
Pokemon.

Primal Lens
[Orders] [Stratagem]
Prerequisites​: Bug Catcher
Bind 1 AP – Order
Target​: Your Pokémon
Effect​: While this Feature is bound, if your Pokémon’s Bug-Type attack would deal
Super-Effective Damage, it gains a +2 Bonus to Accuracy Check. If it would deal Neutral
Damage, it gains a +5 Bonus to its Damage Roll. If it would be resisted, it is resisted one step
less. This is calculated after accounting for any other effects that would modify effectiveness
before the Accuracy Roll is made, such as the user’s Tinted Lens Ability.

Chitin Shield
Prerequisites​: Bug Catcher, Level 10
Scene x2 - Free Action
Trigger​: Your Bug-Type Pokémon is hit by a Status-Class Move
Effect​: The effect misses, and your Pokemon becomes immune to that Move for the rest of the
Scene. Chitin Shield may be triggered once per Scene per Pokemon

Glamour Weaver
[Specialization]
At-Will - Special
Effect​: Your Pokemon that know at least one Fairy-Type Move may activate this Feature as a
Standard Action to create 3 Fairy Lights that hover around themselves. Whenever the target is
attacked by a foe within 6 meters, they may expend a Fairy Light as a Reaction to either gain a
Tick of Temporary Hit Points, or to use an AC2 DB2 Fairy Attack with the Versatile keyword.
Bonus​: Your Pokemon are always considered to have STAB with Fairy-Typed Damaging
Moves.

Fairy Tutor
Prerequisites​: Glamour Weaver
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Fairy-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Fairy Tutor at a time.
Your Pokemon can always learn at least one Move from Fairy Tutor, even if their Tutor List
contains no Fairy-Typed Moves. Work out with your GM what Move(s) are most suitable for your
Pokemon.

Fey Trance
[Orders] [Stratagem]
Prerequisites​: Glamour Weaver
Bind 1 AP – Order
Target​: Your Pokemon
Effect​: While this Feature is bound, whenever the target uses a Move with the Social Keyword
or a Fairy-Type Status Move, choose one foe hit by the triggering Move. It becomes Infatuated
with your Pokemon, and immediately Shifts towards your Pokemon, forfeiting their next Shift
Action. This may affect a specific foe only once per Scene.

Fairy Rite
Prerequisites​: Glamour Weaver, level 10
Scene x2 – Special
Trigger​: Your Pokémon creates Fairy Lights as a Standard Action
Effect​: Your Pokémon may lose up to half their HP, and an Ally within 6 meters gains that many
HP. Then, your Pokemon may expend any number of its Fairy Lights to grant themselves or any
ally within 6 meters a Tick of Temporary HP per Fairy Light (each target can benefit only from
one Fairy Light).

Tempest
[Specialization]
At-Will – Free Action
Effect​: Once per turn, immediately before or after using a Water-Type Move, your Pokemon
may Disengage 2 as a Free Action and gain +2 Evasion for 1 full round .

Fishbowl Technique
[Order] [Stratagem]
Prerequisites​: Tempest
Bind 1 AP – Order
Target​: Your Pokémon
Effect​: While this Stratagem is bound, your Pokémon may activate Moves and Abilities as if
they were in Rainy Weather.

Water Tutor
Prerequisites​: Tempest
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Water-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Water Tutor at a time.
Your Pokemon can always learn at least one Move from Water Tutor, even if their Tutor List
contains no Water-Typed Moves. Work out with your GM what Move(s) are most suitable for
your Pokemon.

Flood!
Prerequisites​: Tempest, Tier 2
1 AP – Special
Effect​: Your Pokemon may activate Flood! as a Move Action when using a damaging
Water-Type Move to treat it as if had a range of Line 4 or Close Blast 2 instead of its usual
range.

Aqua Vortex
Prerequisites​: Tempest, Tier 3
Scene x2 – Free Action
Trigger​: Your Pokémon hits with a damaging Water-Type attack
Effect​: One target hit by the triggering attack is put in a Vortex, and takes a -5 penalty to all
Damage Rolls Rank while in the Vortex.

Flying Ace
Scene x2 – Free Action
Trigger​: Your Pokémon uses a Flying-Type Move with an Accuracy Check
Effect​: Roll the Accuracy Check twice, and resolve the triggering attack using either result.

Tornado Charge
[Orders] [Stratagem]
Prerequisites​: Flying Ace
Bind 1 AP - Order
Target​: Your Pokemon
Effect​: While this Feature is Bound, your Pokemon may perform 1-Target Flying-Type Moves
with a Frequency of At-Will or EOT as if they had a Range of "Pass" instead of their usual
range.

Flying Tutor
Prerequisites​: Flying Ace
Downtime Action
Effect​: Choose a number of allied Pokemon up to your Tier. They may learn a Flying-Typed
Move from their Tutor Lists. A Pokemon may only know one Move from Flying Tutor at a time.
Your Pokemon can always learn at least one Move from Flying Tutor, even if their Tutor List
contains no Flying-Typed Moves. Work out with your GM what Move(s) are most suitable for
your Pokemon.

Zephyr Shield
Prerequisites​: Flying Ace, Tier 3
At-Will – Special
Effect​: Your Flying-Type Pokémon may activate Zephyr Shield as a Move Action Interrupt, but
Zephyr Shield cannot be used by Pokemon flying 4 or more meters above the ground. When
Zephyr Shield is used, the user gains the following benefits for 1 full round:
- Ranged Attacks targeting the user take a -2 penalty to Accuracy
- Ranged Attacks targeting the user take a -10 penalty to Damage.
- The user is immune to Moves with the Powder keyword
- The user does not lose Hit Points from Weather Effects
- On their next turn after Zephyr Shield is used, the user may use the Resolution Effect of
a Flying-Type Move with the Set-Up keyword, skipping the Set-Up phase entirely.

Combat Specializations

Martial Artist
[Specialization]
Static
Effect​: Choose one of the Moves below. You learn that Move and gain its associated bonus
effect. Each time you take a Martial Artist Feature, including this one, increase your Attack Stat
by +1.

Karate Chop
Bonus​: Whenever you target a foe with a Melee Attack, your Pokemon gain a +2 bonus to
Critical Hit range against the same foe on their next turn during the next round.

Martial Training
Prerequisites​: Martial Artist
Static
Effect​: Gain an Ability below, corresponding to the Move you chose for Martial Artist.

Karate Chop​: Inner Focus

Tag Team
Prerequisites​: Martial Artist
Static
Effect​: The effect of this Feature depends on the Move you chose for Martial Artist, according to
the list below.

Karate Chop: Meridian Strike


Minor Action - 1 AP
Trigger​: You hit a foe with a Melee Attack that your Pokemon targeted with an attack during the
previous round.
Effect​: The triggering foe’s Physical Attacks deal -10 damage for one full round. Meridian Strike
may only affect a target once per Scene.

Disciple’s Techniques
Prerequisites​: Level 6
Static
Effect​: You learn a Move below, corresponding to the Move you chose for Martial Artist.

Karate Chop​: Low Kick

Master's Techniques
Prerequisites​: Advanced Techniques, Level 11
Static
Effect​: You learn a Move below, corresponding to the Move you chose for Martial Artist.

Karate Chop​: Cross Chop

Rogue
[Specialization]
Static
Effect​: Choose Pursuit or Thief. You learn the chosen Move. Each time you take a Rogue
Feature, including this one, increase your Attack Stat by +1.
Bonus​: Whenever you hit a foe with a Melee Attack that your Pokemon hit with an attack on the
previous turn, you may attempt a Dirty Trick against them as a Minor Action.

Create Opening
Prerequisites​: Rogue
1 AP - Minor Action
Trigger​: You target a foe with a Melee Attack
Effect​: Your Pokemon treats the triggering foe as Vulnerable during their next turn within the
next round. If that foe is Flanked, your Pokemon also gains a +5 bonus to damage rolls against
the triggering foe for that duration. Create Opening may affect a target only once per Scene.

Gang Up
Prerequisites​: Rogue
Static
Effect​: While you and your Pokemon are adjacent to each other, you both have +2 Evasion,
foes adjacent to either of you cannot Disengage, and whenever you hit with a Punish Attack
against such foes, you Flinch them.

Dirty Fighting
Prerequisites​: Rogue, Level 6
Static
Effect​: Choose Throat Chop or Sucker Punch. You learn the chosen Move.

Scoundrel’s Strike
Prerequisites​: Rogue, Level 11
Scene x2 - Free Action
Trigger​: You hit a foe with a Rogue Move that your Pokemon targeted with an attack within the
last round
Effect​: Your Move gains additional effects, as below.

Pursuit​: Perform a Trip Maneuver against the triggering foe.


Thief​: The triggering foe loses all beneficial Conditions.
Sucker Punch​: The triggering foe acts last in Initiative during the next round.
Throat Chop​: The triggering foe is Suppressed for one full round.

BANK OF STUFF FOR LATER

Fresh Start
Static
Effect​: You and your Pokemon the first combat encounter of each with 1 Tick of Temporary Hit
Points. Additionally, for the first Travel Roll you perform each Adventure, treat the environment
as one step less difficult (Brutal becomes Challenging, Challenging becomes Standard).
Pokemon Progression
Pokemon have a Defining Trait and begin with a Proficiency with value +3 and another at +1.

Pokemon choose one of the following ​Builds​:


● Sweeper
● Tank
● Balanced
● Support

Each time your Pokemon levels up, it chooses one of the ​Stat Advances​ for its current Tier.
You may choose in what order you take the Stat Advances to suit your needs in the campaign,
but you will end up taking every single Stat Advance for a Build by the time you hit Level 15.

Roles
Pokemon then choose one of the following ​Roles​:
● Mixed Attacker​: Whenever you choose between Attack and Special Attack for a Stat
Advance (including Level 1 bonus), take both.
● Defender​: You gain +2 HP per Level, including Level 1. You gain +5 DR against
damaging attacks that hit you with a natural Accuracy Roll of 10 or less.
● Melee Striker​: You gain +2 Movement Speed. Whenever you miss with a melee attack
that does not have smite, you may make a Struggle attack against an adjacent foe.
● Ranged Blaster​: You can spend a Movement Action to gain +1 Accuracy and +1 Critical
Hit Range with your next damaging Ranged Attack this turn.
● Tactician​: You gain +1 Accuracy on all Status-Class Moves. You start each Scene with
a Tactics Point that may be spent to restore the Frequency of a non-Daily X Status-Class
Move.

Progression: ​Each level, a Pokemon gains each of the following:


- +4 maximum Hit Points
- A Stat Advance from their Tier
- A Move from their Tier or lower

At levels 3, 6, 9, 12, and 15, add +1 to all of a Pokemon’s Proficiencies.

When Pokemon increase in tier, add another Proficiency at value +1. The Pokemon may then
swap which of their Proficiencies has base value +3, but they will always have only one at base
value +3.
Additional Notes​:
● HP is no longer an investment stat separate from Hit Points. Pokemon start with HP
equal to (4x their former Base HP Stat) +15.
● Base Speed is shrunken down to a scale of 0-5 for all Pokemon.
○ 0: 1, 2, 3 | 1: 4, 5 | 2: 6, 7 | 3: 8, 9 | 4: 10, 11 | 5: 12+
● Fuck it, let’s see what happens if we write the shit out of custom move lists, at least to
experiment with how difficult it is and whether we can successfully crowdsource that shit.
○ Collapse Egg, TM, and Tutor Moves down to one category and limit to 10-15 per
Pokemon
● Proposal for Evolution - make it less strict level requirements and more of a range,
where it occurs when appropriate.
○ Standard Three Stagers: 2nd form early Tier 2 (level 5-6), 3rd form early Tier 3
(10-11)
○ Standard Two Stagers: 2nd form mid Tier 2 (level 7-8)
○ Bugs: 2nd form early Tier 1 (2-3), 3rd form late Tier 1 (4-5)
○ Other Special Cases: ??? (probably shouldn’t punish pseudos with super late evo
tbh?)
● I don’t know what to do with Underdog bonuses what the fuck even.
Builds

Balanced
Level 1: +1 Attack or Special Attack, +1 Defense, +1 Special Defense

Tier 1 (2-5) Stat Advances (6 attack, 6 def, 5 speed)


[ ] +1 Speed
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 2 (6-10) Stat Advances (6 attack, 6 def)


[ ] +1 Accuracy
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 3 (11-15) Stat Advances (4 attack, 2 def, 5 speed)


[ ] Grand Feat
[ ] +1 Accuracy
[ ] +1 Speed
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Total Stats​: 40
+2 Acc
+16 Attacks
+14 Defenses
+2 Speed (10)
Bruiser
Level 1: +2 Defense, +2 Special Defense

Tier 1 (2-5) Stat Advances (5 attack, 12 def)


[ ] +2 Defense and Special Defense
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 2 (6-10) Stat Advances (3 attack, 6 def, 5 speed)


[ ] +1 Accuracy
[ ] +1 Speed
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 3 (11-15) Stat Advances (5 attack, 4 def)


[ ] Grand Feat
[ ] +1 Accuracy
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Total Stats​: 40
+2 Accuracy
+13 attacks
+22 defenses
+1 Speed (equivalent to +5)
----------------
Sweeper
Level 1: +3 Attack or +3 Special Attack

Tier 1 (2-5) Stat Advances (8 atk, 4 def, 5 speed)


[ ] +1 Speed
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 2 (6-10) Stat Advances (5 atk, 2 def, 5 speed)


[ ] +1 Accuracy
[ ] +1 Speed
[ ] +3 Attack or Special Attack
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Movement

Tier 3 (11-15) Stat Advances (6 atk, 5 speed)


[ ] Grand Feat
[ ] +1 Accuracy
[ ] +1 Speed
[ ] +3 Attack or Special Attack
[ ] +3 Attack or Special Attack

Total Stats​: 40
+2 Accuracy
+19 attacks
+6 defenses
+3 Speed (equivalent to +15)
------------
Trickster
Level 1: +1 Speed

Tier 1 (2-5) Stat Advances (3 attack, 6 def, 10 speed)


[ ] +1 Speed
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 2 (6-10) Stat Advances (2 attack, 8 def, 5 speed)


[ ] +1 Accuracy
[ ] +1 Speed
[ ] +2 Defense and Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Tier 3 (11-15) Stat Advances (2 attack, 4 def, 5 speed)


[ ] Grand Feat
[ ] +1 Accuracy
[ ] +1 Speed
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense
[ ] +1 Attack or Special Attack, +1 Defense ​and ​Special Defense

Total Stats​: 45
+2 Acc
+7 Attack
+18 Defenses
+4 Speed (equivalent to +20)
Game Structure
A PTU game can be broadly described as occurring in the following structure:
● Adventures ​are, roughly speaking, plot arcs where the characters largely explore one
area of the setting in pursuit of a specific goal or maybe simply to discover and travel.
Adventures are further broken up into…
○ Sessions ​are, well, a single game session. You often start Sessions with a
Travel Roll​ that helps the GM come up with a situation that demands action and
choice from the players. The party then explores, faces various challenges,
battles Pokemon, etc in a travel phase of the game, then stops to take ​Camp
Actions​ at the end of an in-game day. The travel phase follows this cyclical
pattern - a Travel Roll, followed by various encounters, followed by setting up
Camp, followed by another Travel Roll the next morning. Sessions are further
broken down into...
○ Scenes ​are a unit of narrative time where players are largely in one specific
place doing something. Whenever you skip forward in time, cut to a change in
location, or do a similar transition, it’s a new Scene. AP and Scene Frequency
effects refresh at the start of a new Scene.
● The ​Downtime Phase​ occurs at the end of an Adventure and allows the players to fully
recover from the ordeals of adventuring, advance their characters, and perform other
actions such as Tutoring Moves to their Pokemon. It’s a breather to let them relax and
perhaps spend more time roleplaying in a low stakes setting to meet new NPCs and
develop their own characters more. After a Downtime Phase, the players start a new
Adventure.
○ Note that not all Adventures have to be in the wilderness and not all Downtime
Phases have to be in town. An urban Adventure or a foray into an abandoned
factory or a criminal Team’s HQ is totally valid too - you would likely want to
change a bit about Camp and Night Encounters though. Downtime Phases can
occur in the wilderness where you set up a more self-sufficient camp to spend an
extended time in an area.

Travel Rolls
Travel Rolls​ are a method to help the GM generate the situation the players face when
exploring uncharted territory, placing the players directly in a situation which demands their
response and action.

Call for a Travel Roll when the players set out to adventure on a route or other wilderness
location for the first time each day or when entering a new area of wilderness. Optionally, during
longer stretches of exploration during a day, you may call for a Travel Roll when there’s a
change of Scene - such as abstracting the next several hours of travel.
When you call for a Travel Roll, the players choose one character to​ Take Point​ and scout
ahead. That character makes the roll - and accepts the brunt of the consequences for Mishaps.
Others may choose to help - at the risk of causing more Mishaps for the character Taking Point
who has to cover for any mistakes that are made (see after results chart).

Depending on the level of danger and the harshness of the environment the players are
exploring, you set a Target Number of Standard (10), Challenging (15), or Brutal (20) for the
Travel Roll. The environment also determines which Proficiencies and Defining Traits are
applicable to the Travel Roll.

Consult the following chart for the results of the Travel Roll. Above all, the Travel Roll is meant
to give the players an immediate interesting situation to react to and should drive action forward.
If you don’t think a choice would result in interesting player actions and decisions, then you
shouldn’t pick it. Especially don’t use the more negative results just to screw with the players.
They should be excited by the challenging situation you create for them, not bored or upset.

Dice Result Outcome

TN + 5 Great Success.​ Choose one of the following.


● Survey Point​: The party begins this leg of their adventure by finding a
high hill or similar vantage point from which to survey the area as a
whole. Choose and describe two of the following in the distance that
the party sees and can navigate to:
○ A Secure Campsite.
○ A trove of natural resources, such as berry plants or an oasis.
○ A nest for rare or elusive Pokemon.
○ A hidden Adventuring Site, relatively untouched by other
travelers and teeming with possibilities.
● Opportunity​: If the party are seeking a particular target or quarry
during this Adventure, they find them while traveling and have the drop
on them. Each player gets +1 Boon on the first roll they make against
their quarry this Scene.
● Fortunate Encounter​: The party happens upon a helpful group of wild
Pokemon, an informative fellow traveler on the road, or an NPC in
need of help that they’re well-equipped to assist.

TN Standard Success​. Choose one of the following.


● Standard Encounter​: The party is faced with a risky situation with the
promise of reward. A wealthy looking NPC is running from a swarm of
angry Beedrills. The party walks in on a Hydreigon sleeping on a hoard
of collected treasure. A rich and fertile berry grove is guarded by a
cranky looking Shiftry. A clearing would make an ideal Safe
Campsite...but poachers have already set up camp there.
● On the Trail​: If the party are seeking a particular target or quarry
during this Adventure, they find signs of their passing while traveling.
Describe clues that give them a good idea of their target’s recent
activities. The party gets +2 to all rolls related to tracking their target
while they’re in this wilderness area for the rest of the Adventure.
● Adventuring Site​: You may choose this option if the party is looking to
explore more in general without a particular goal or you want to create
an extended adventure. They happen upon an intriguing landmark in
the wilderness that promises to be interesting to explore. They’ve
already identified the first obstacle to proceeding. Maybe the entrance
to an ancient ruin is blocked by a partial cave-in, or only a thick wall of
thorny bushes separates them from a labyrinthine section of forest
filled with wildly different flora and Pokemon from the rest of the area.

TN - 5 Mishap​. Choose a Standard Success option but also select one of the
following, which affects the character who Took Point.
● Accident​: The character who Took Point loses 2 Ticks of Hit Points.
Describe how they got hurt or wore themselves out. If the character
used one of their Pokemon’s Traits on the Travel Roll, you may have
this Mishap affect their Pokemon instead.
● Spent Resources​: The character who Took Point loses one of their
Travel Items of your choice.
● Nemesis​: The character who Took Point managed to piss off a wild
Pokemon or NPC while scouting ahead. Briefly describe the
encounter, and the player describes how they got away - for now.

< TN - 5 Failure​. Choose one of the following. On a result less than TN - 10, the
character who Took Point also suffers a Mishap as above.
● Dangerous Encounter​: The party encounters an immediately hostile
force, and they’re caught off guard. Maybe a criminal Team or the
quarry they’re chasing ambushes them, or they’re surrounded by a
swarm of hungry Durant.
● Hostile Environment​: The party has accidentally wandered into a
hostile environment and realized only too late. Maybe they got an hour
deep into a cave before realizing the walls are covered with poisonous
spore-emitting mushrooms, or maybe they strolled into the Jynxs’
lands during mating season. There is no immediate danger, but
staying too long is risky - and getting out is difficult.
● Oh Fuck Where Are We?​: Each party member and Pokemon used as
a mount or pack mule loses a Tick of HP from exhaustion as the party
wanders aimlessly. The party is lost and it’s far later than they
expected it to be, but not all is hopeless. Describe at least two
unfavorable paths they can take from their current position to get back
on track and what hazards they can immediately see down each path.

Party members can assist each other in Travel Rolls, but one character still Takes Point. When
doing ​Group Travel Rolls​, resolve them in the following way: Choose which of the party
members will make Travel Rolls. Each contributing party member, including the character taking
point, rolls for the Travel Roll. Resolve the outcome using only the best dice result. However, for
each rolled Mishap that anyone rolls, the character Taking Point suffers a Mishap as they have
to work to cover for the mistakes of the group. Each character that rolled a Failure also suffers a
Mishap, unless the best result out of all rolls was a Failure.

Example​: A party of four decides to all roll for a Group Travel Check. The character A Takes
Point and rolls a Standard Success, character B rolls a Great Success, C rolls a Mishap, and D
rolls a Failure. The GM resolves the roll as a Great Success, but character A suffers a Mishap
for C’s roll and so does character D for their own roll.

Other Uses of Travel Rolls


Travel Rolls do not have to apply only to wilderness exploration scenarios. Even when the
players set out to a known location in an urban area, such as a corporate building that acts as a
criminal Team HQ, you can use Travel Rolls to set the scene, largely by using the Encounter
results in the table.

For example, when the characters set out to infiltrate a corporate Team HQ, ask them what their
general approach will be - disguising themselves as employees, finding a weak point to break
in, etc. Set the Travel Roll difficulty based on that. In general, a Travel Roll in this context should
set the players at the first obstacle for the situation, in media res.

A Great Success might mean the players have successfully bamboozled the front desk or snuck
in through a back door and now they have to figure out where everything is inside. A Standard
Success might mean they found a good opportunity like a weakly secured window but there are
complications to deal with like a patrolling guard Pokemon or a security system. A Failure might
start them out with the alarm going off and a guard rushing to investigate their location!

This approach can be used in any situation where you have plans for what the session should
involve or what the PCs should run into - use the Travel Roll to determine what kind of position
the party is in when they arrive.

Camp Actions
Each night, the players must set up camp in order to rest and prepare for the next day of
adventure. If the players go an entire night without rest, they do not regain the HP for resting,
recover from conditions, etc and additionally all of them and their Pokemon that were active
during that night lose a Tick of Hit Points.

The players may set up camp anywhere, but if they don’t choose a ​Secure Campsite​, then they
will have to roll for a potential ​Night Encounter​ as they rest. When the players set up camp,
they rest and their Trainers and Pokemon recover 25% of their Max HP. They also recover from
the Shaken and Bruised conditions, or from the Wounded condition instead if they have it. Each
Pokemon below their Trainer’s Level gains +1 Level.

Additionally, when players set up camp, they can each choose to perform a single ​Camp
Action​. All characters can take the following Camp Actions:
● Treatment​: You tend to one ally’s scrapes and bruises. They recover an additional 2
Ticks of HP during the night’s rest. Consumes a Medical Kit use.
● Secure Camp​: Subtract -5 from the Night Encounter roll for the night. Subtract an
additional -3 if you have a relevant Proficiency. The effects of this action stack if used by
multiple characters. If a Night Encounter occurs, you have initiative in the situation and
can take a single course of action before the situation goes into full swing or act during
the Surprise Round of an Ambush.
● Forage​: You roll 1d20 on the foraging table below. Add a Boon to this roll if you have the
“Botanist” Proficiency or similar.
● Nighttime Recon​: Gain a +2 bonus if you make the Travel Roll to set out the following
morning.

Regardless of the Camp Action chosen, each player also has a​ Camp Encounter ​related to the
Camp Action they take. For example, a wild Pokemon may come investigate as you’re giving
Treatment to an ally, you may run into an NPC or group of Pokemon as you perform Recon, etc.
(GMs can consult the table for the Biome you’re in or come up with one of their own. They may
roll to see how (un)fortunate this encounter is for you).

Most of the time, this should be a fun fluffy encounter and a way to give character to the area
the PCs are exploring and the Pokemon around them. Maybe even an opportunity to add
something to their team or find an unusual item!
Foraging
When a Trainer forages as a Camp Action, they roll 1d20 and may add +1 Boon if they have
“Botanist” or a similar trait. On a roll of 1-5 they find nothing, but on a roll of 6+ they consult the
table below. On a natural 20 ignore the chart; the result is up to the GM and should be an item
appropriate to the environment.
6-10 11-15 16-19 20+

Cave Nothing 1d3 1d6 Mushrooms Type Gem


Mushrooms

Desert, Mountain, Nothing 1d3 Herbs 1d3 Berries Type Gem


Ocean, or Tundra

Grassland, Forest, or 1d3 Herbs 1d3 1d6 Berries Type Gem


Wetlands Mushrooms

Night Encounters
Roll 1d20, with a modifier of +5 if the area is Challenging and +10 if it is Brutal. Consult the
following chart.

Dice Result Outcome

1-10 Uneventful Night.​ Nothing of note happens.

11-13 Missing Items.​ Something (or several somethings) are missing from the camp
when you wake up! Luckily, there’s a trail and you can see where the
perpetrators went.

14-16 The Wind Howls​. Your sleep is fitful, interrupted by strange noises and other
phenomena throughout the night, impeding your rest. HP recovery is halved for
the night. When you awake, you see traces of something strange or dangerous
at the edge of your camp’s perimeter.

17-19 Stalker​. You all awaken in the middle in the middle of the night to realize an
ominous presence is prowling through your camp. It may attack you if you don’t
ward or shoo it off safely. When getting a result of this level or higher, future
Night Encounter rolls at the same Campsite during this Adventure are made
with a +2 cumulative bonus.

20+ Ambushed!​ A hostile force attacks the party in the night with a Surprise
Round.
Other Example Camp Actions (tentative?/idea bank)
Augury​: Oracle/Mystic Specialization. Get a vision/premonition of some sort.
Pep Talk​: Cheerleader Specialization. Give all party members a point that can be spent on
some sort of buff.
Crafting Features​: General Features. Create a small set of consumables.

Campsite Characteristics
Different locations can have a variety of beneficial or detrimental Characteristics when used as
Campsites. The most common is Secure, to note that a Campsite is safe and doesn't trigger
Night Encounters. Campsites can have multiple Characteristics.
● Secure​: Players don't make a Night Encounter roll when camping here.
● Plentiful X​: +X to forage rolls in this location.
● Scarce X: ​-X to forage rolls in this location.
● Perilous​: Make Night Encounter rolls twice and take the higher result when camping
here.
● Soothing​: Treatment Camp Actions at this Campsite restore an additional Tick of Hit
Points.

Downtime Phase
At the end of an Adventure, the party will usually arrive at a town or city and get an opportunity
to rest and restock. The Downtime Phase formalizes this, giving players a chance to fully heal,
level up their Trainers and Pokemon, restore their Inventory of Travel Items, and gain perks
such as Move Tutoring.

When a Downtime Phase is initiated at the end of an Adventure, do all of the following:
● All Pokemon and Trainers are cured of the Bruised, Wounded, and Injured Conditions
and are restored to their Maximum HP.
● If the GM feels the party has reached a milestone, then all characters gain +1 Level.
● All players’ Pokemon at a Level below their Trainer Level are set to their Trainer Level.
● All players may use their Features which are done as Downtime Actions. There is no
limit to the number of Features that can be used in this way.
● All players reset their Travel Item inventory, using their Supply Points to purchase a new
set of consumables for their next Adventure.
● All players gain Wealth equal to 1 + their Tier (plus other bonuses) and may spend them
on Tutors, Permanent Items, and other services from the town that triggered their
Downtime Phase. Unspent Wealth is not lost and are carried over to the next Downtime
Phase.
Example Downtime Features
● All Tutor Features. Only one Move or Ability from the Feature can be on a Pokemon at a
time, but you can freely swap between options during Downtime.
● Crafting Features generate free items during Downtime.

Adventure Structure Advice


We highly recommend making full use of the narrative structure shaped by the traveling
mechanics here. The game is balanced around it, and mechanics such as Travel Items and the
rates for resting and recovery are designed around this structure. Despite that, we don't believe
this is super strict - you have a lot of room to let your GMing style shine through. To help you
make the most of these mechanics, we'd like to offer some guidelines and advice.
● We recommend putting no more than 2 or 3 easy to standard combat encounters
between Camp phases, less if you make more difficult fights.
● Travel rolls shouldn't be the sole generator of interesting things for the players to do. You
should treat them more as a prompt or starting point for that leg of adventure. After they
get started and resolve the initial situation prompted by their roll, let players search for
Pokemon, follow their specific goal or quest, and discover cool things nearby as they
explore.
● In most Standard or Challenging wilderness areas, it should be possible with effort to
find a Secure Campsite. Insecure or even Perilous Campsites should often come with
tempting benefits to entice players to take a risk, such as making them Plentiful.

Biome Tables

Forest
d10 Fortunate Encounter Standard Encounter Dangerous Encounter

6
7

10

d10 Adventuring Site Nighttime Recon

1 A labyrinthine section of forest


surrounded by a wall of thorns and filled
with flora and fauna unusual to the area.

Twist​:

2 A petrified ancient tree, wide and tall


enough to contain an entire ecosystem of
its own inside.

Twist​: The Pokemon living within are


stealing items from travelers for an
unknown purpose deep within the tree.

3 A “city” of various Bug-Type Pokemon.


Hives and colonies connected by
hollowed out logs and underground
tunnels.

Twist​: A foreign infestation, such as a


Poison-Type Pokemon, is killing the city
from the inside out.

4 An overgrown shrine dedicated to an


ancient Pokemon. Local Pokemon still
stop by to leave gifts or offerings.

Twist​:

8
9

10

Mountain
d10 Fortunate Encounter Standard Encounter Dangerous Encounter

10

d10 Adventuring Site Nighttime Recon

9
10

Supply Points and Travel Items


During the Downtime Phase, Trainers restock their ​Travel Items​, which are consumables and
helpful equipment they use as they explore and travel. Travel Items do not persist from
Adventure to Adventure - each time you hit a Downtime Phase, you clear out your inventory of
Travel Items and purchase a new set using ​Supply Points​. I can hear you GMs wringing your
hands thinking about how to explain what happened to your players’ previous items - well, there
are a lot of ways to explain it away, but Potions, Herbs, and Berries go bad, other items wear
out or need replacement, and maybe they had to sell something off for extra cash.

During each Downtime Phase, Trainers gain a fresh set of Travel Basics, refresh their stock of
Pokeballs to 5, restock up to their Supplies from their Background if applicable, and receive 5
Supply Points, or SP which can be spent to acquire the following items for their next Adventure.

Travel Basics​ include the following: Phone, Backpack, Sleeping Bag and Shelter, Towel,
Weather-Appropriate Clothing, Flashlight, Lighter, Compass, Water + Filter, Rations.

Poke Ball​: Allows capture of a Fainted Pokemon outside of combat. Unlike previous editions,
no capture roll is needed (and as a result, there is only one type of Poke Ball).

Medicine
Potion 1 SP Extended Action​: Heal 25% of target’s Max HP.

Status Heal 2 for 1 SP Extended Action​: Heals specified Status (poison, para, etc)

Full Heal 1 SP Extended Action​: Heals all Status

Medical Kit 3 SP Allows ​Treatment Camp Action​. 5 uses. Only 1 per Trainer.

Combat Consumables
Pester Ball 1 SP Standard Action​: Perform an AC 4 attack against a target within
6m. Inflicts specified Status. Target is immune to further Pester
Balls for the remainder of the Scene.

Flash Cap 2 for 1 SP Cap Cannon​: Perform an AC 4 attack against one target. Inflicts
Blind for one full round. On 18+ Flinches.
Glue Cap 2 for 1 SP Cap Cannon​: Perform an AC 4 attack against one target. Inflicts
Slow and lowers Speed by 1 for the rest of the Scene. On 18+
target is Stuck and Trapped.

Cleanse 2 for 1 SP Standard Action​: ???


Tag

Travel Helpers
Climbing 1 SP Rope, climbing hooks, gloves, chalk, harness, etc.
Gear

Re-Breather 1 SP Allows the user to breathe underwater for an hour. Refreshes in


5 minutes in open air.

Dark Vision 1 SP Gain the Dark Vision Capability. Can see with thermal imaging.
Goggles

Terrain 1 SP Gain Naturewalk for the specified Terrain.


Boots

Repel 2 for 1 SP Spray at night to reduce Night Encounter roll by -1d6.

Stealth 2 SP Gain a Boon when taking an action requiring Stealth.


Clothes

Recon Kit 1 SP Binoculars, local maps, etc. +2 bonus to Travel Rolls.

Permanent Gear
During the course of their adventures Trainers can also acquire permanent additions to their
equipment toolkit, which we refer to in the system as Permanent Gear. Unlike Travel Items,
Permanent Gear isn’t cleared out during Downtime Phases. Note that consumables may be
Permanent Gear as well - this doesn’t mean they aren’t expended on use, merely that you can
keep them between Adventures and save them for a rainy day.

Wealth
Similar to Supply Points, Trainers gain Wealth during each Downtime Phase. These are used to
purchase Permanent Gear as well as other services, such as Tutoring for Pokemon.
Equipment
Some Permanent Gear must be equipped to be used or gain their benefit. These are Equipment
items. Trainers have two slots for Equipment - a Hand Slot and an Accessory Slot. Some
sample Equipment is listed below.

Cap Cannon 2 Wealth Hand Fires various Caps as a Standard Action at a


range of 10m. Can be used to increase Pester
Ball range.

Other Permanent Gear


Books Wealth For Researchers only. See list below.
Varies

List of Books
Spooky Book You can see Invisible Pokemon and are immune to being Cursed.
While holding a Cleanse Tag, you have +1 Boon when warding off or
intimidating Ghost, Dark, Psychic, and Fairy Type Pokemon.

Pest Control Book If your Trainer doesn’t take a Standard Action during their turn, you
may spend 1 AP to have them throw a Pester Ball as a Minor Action.

Medical Book When you take the Treatment Camp Action, restore 3 Ticks of Hit
Points instead and you may target an additional ally (this expends
another use of the Medical Kit).

Rocky Book You can use a Camp Action to create three Type Gems. The Gems are
of types chosen by the GM based on the environment.
Held Items
All-In Band​: The user gains a +2 Bonus to Accuracy with Moves with the Reckless or Exhaust
Keywords.

Bell Collar​: The user may use the Move Uproar as if it was on their Move List, but takes a -1
penalty to all Accuracy Rolls.

Calming Incense​: The user an all adjacent targets gain a +2 Bonus to Save Checks but a -5
penalty to damage rolls. Cannot be used by Trainers.

Dark Glasses​: The user gains a +1 Bonus to Critical Hit Range, but a -1 penalty to Accuracy
Rolls.

Cursed Talisman​: The user gains a +2 Bonus to Critical Hit Range. Instead of doing additional
damage on Critical Hits, the user's Critical Hits cause the target to lose 1 Combat Stage in each
Stat. Status Moves may crit this way. Accessory Item for Trainers.

Destiny Ring​: The user gains the Stall ability. Cannot be used by Trainers.

Expert Belt​: The user gains a +8 Bonus to Damage Rolls with Super-Effective attacks, but -4
penalty otherwise. These changes are calculated before type-effectiveness. Accessory Item for
Trainers.

Iron Ball​: The user’s Initiative is halved, and any immunity to Ground Type is lost. Hand Item for
Trainers. Dropping this Held Item requires a Standard Action.

Juggler's Bell​: The user may activate this Item once per Scene after being hit by an attack to
retreat to their Poke Ball if it's within 20 meters. Their Trainer may send out a replacement as a
Free Action, and the next Pokemon does not lose a turn due to switching.

King’s Rock​: Causes user's attack to Flinch on 19+. Head Item for Trainers.

Microphone​: The user gains a +1 Bonus to Accuracy with Moves with the Sonic keyword, and
may use them as Cone 2 Moves instead of their usual range.

Nurse's Cap​: The user takes a -5 penalty to Damage Rolls. The user's Heal Order, Heal Pulse,
Milk Drink, Moonlight, Morning Sun, Recover, Roost, Soft-Boiled, Synthesis, and Wish Moves
cause the target to gain an additional bonus Tick of Hit Points and cures them of a Status
Affliction.
Quartz Amulet​: Once per Scene as a Free Action during their turn, the user may activate this
item to gain a +4 Bonus to one Save Check.

Quick Scarf:​ The user gains +3 Bonus Initiative, but takes a -1 penalty to Evasion.

Thick Cloak​: The user gains the Overcoat Ability, but their Movement Speed is reduced by 1.

Type Gem​: These items come in a variety of each of the Elemental Types. They may be
activated a Swift Action to grant the user STAB with Moves of the Gem's Type for the rest of the
Scene. This does nothing if they already receive STAB. The Gem is destroyed after being
activated.

Type Plate​: These Rare items come in a variety of each of the Elemental Types. It may be
activated once per Day as a Swift Action; when activated, it acts as a Type Gem, but it is not
destroyed. Cannot be used by Trainers.

Weather Tag​: The user gains 5 DR against ranged attacks while in divergent Weather. Cannot
be used by Trainers.

Flame Charm​: The user may activate this item once per Scene when hitting with a Fire-Type
Move to Burn the target.

Fuzzy Charm​: The user may activate this item once per scene as a free action during their turn
when hitting with a damaging Normal-Type Move to gain a Tick of Temporary Hit Points.

Glittering Charm​: The user may activate this item once per Scene when hitting with a
Fairy-Type Move to cause the target to become Infatuated with the user.

Iridescent Charm​: The user may activate this item once per Scene when hitting with a
damaging Bug-Type Move to gain a +1 DB Bonus, and to deal neutral damage.

Ivy Charm​: The user may activate this item once per Scene when hitting with a damaging
Grass-Type Move to put that target in a Vortex.

Knuckle Charm​: The user may activate this item once per Scene when hitting with a damaging
Fighting-Type Move to cause the next damaging attack against that foe to deal +2d6 damage.

Lightning Charm​: The user may activate this item once per Scene when hitting with an
Electric-Type Move to Paralyze the target.

Miasma Charm​: The user may activate this item once per Scene when hitting with a
Poison-Type Move to Poison the target.
Mind Charm​: The user may activate this item once per Scene when using a Psychic-Type
Status-Class Move to gain +5 Damage Reduction for 1 full round.

Ocean Charm​: The user may activate this item once per Scene when hitting with a Water-Type
Move to Disengage 3 and gain a +2 bonus to Evasion for 1 full round.

Ore Charm​: The user may activate this item once per Scene when hitting with a Steel-Type
Move to gain +5 Damage Reduction for 1 full round.

Regal Charm​: The user may activate this item once per Scene when hitting with a Dragon-Type
Move to deal +2d10 damage to the target.

Rock Charm​: The user may activate this item once per Scene when hitting with a Rock-Type
Move to Flinch the target.

Rude Charm​: The user may activate this item once per Scene when hitting with a Dark-Type
Move to cause the target to become Enraged.

Sandstone Charm​: The user may activate this item once per Scene when hitting with a
Ground-Type Move to Blind the target for 1 full round.

Snowflake Charm​: The user may activate this item once per Scene when hitting with an
Ice-Type Move to cause the target to become Stuck.

Spooky Charm​: The user may activate this item once per Scene when hitting with a
Ghost-Type Move to cause the target to become Suppressed and Vulnerable for 1 full round.

Wind Charm​: The user may activate this item once per Scene when attacking with a
Flying-Type Move to gain a +3 bonus to that Accuracy Roll.
Dubious Disc​: When held by a Porygon, Porygon 2, or Porygon Z, the user may use the Move
Metronome as if it was on their Move List, but loses a Tick of Hit Points when doing so.

Deep Sea Scale​: When held by a Clamperl, the user gains +5 Damage Reduction. Cannot be
used by Trainers.

Deep Sea Tooth​: When held by a Clamperl, the user gains a +1d6 Bonus to all damage rolls.
Cannot be used by Trainers.

Mega Stone​: An item that allows a Pokémon to Mega Evolve when used in conjunction with a
Mega Ring. Each Mega Stone is specific to one species and Mega Evolved form.

Metal Powder​: When held by an untransformed Ditto, the user gains +10 Damage Reduction.
Cannot be used by Trainers.

Rare Leek​: When held by a Farfetch’d, the user gains a +2 Bonus to Critical Hit Range. Rare
Leeks count as a natural wielded item for Farfetch'd.

Thick Club​: When held by a Cubone or Marowak that’s level 6 or higher, this rare, dense bone
grants a +5 bonus to all damage rolls. Thick Clubs count as a natural wielded item for Cubone
and Marowak.

Pink Pear​l: While held by a Spoink, the user gains a +1d6 Bonus to all damage rolls. Cannot be
used by Trainers.

Services
Wealth can also be spent on various services for your Pokemon, such a Tutoring Moves.
Generally, it only costs 1 Wealth to Tutor a Move on your Pokemon, though more powerful
Scene and Daily Frequency Moves might cost 2 Wealth.

Combat

Initiative and Rounds


Combat in PTU takes place in a series of rounds in which combatants take turns.
Pokemon act on their Initiative Tick, which is by default their speed. On a tie, player Pokemon
go first. Trainers act on their Active Pokemon’s Initiative Tick as well. If no Pokemon are
available, Trainers default to their Speed for their Initiative.

Types of Actions
Unless otherwise noted, each combatant has one each of the following actions during their turn.
● Standard Action​: Can be used to use most Moves, make a Struggle Attack, and use
certain Items. ​Only a Pokemon OR their Trainer can take a Standard Action each
round, not both.​ (so if you have your Pokemon attack, your Trainer cannot also make
an attack)
● Movement Action​: Can be used to Move, activate certain Feature and Ability effects,
and to interact with the environment.
● Minor Action​: Can be used to activate certain Feature and Ability effects and to interact
with the environment.
● Free Action​: Can be used to activate certain Feature and Ability effects. No limit on
number of Free Actions per turn except an effect may only be activated once per Trigger.
● Order​: Trainers can make one Order per round. All Orders are Priority (Limited) actions.

Making Attacks
The attacker makes a 1d20 roll, adding or subtracting any Accuracy modifiers with a target
number to meet of the target’s Evasion. Generally, the target’s Evasion is their Speed, but other
bonuses may apply as well. Evasion can never go above 9, and Accuracy modifiers can never
result in a bonus or penalty greater than +/- 6.

Attacks Critically Hit on a 20, without counting Accuracy modifiers. Effects can modify this
Critical Hit range directly.

Damage
All DBs are halved from 1.05 (round ​down​), then use the formula below for damage:
Xd6+X where X is the damage base.
For example, Flame Charge is DB 2 which is 2d6+2 and Heat Wave is DB 5 which is 5d6+5.

STAB adds +1 DB to a Move.

Hitting a ​Weakness ​adds +2d6+2 (2 DB) damage. ​Double Weakness​ is +4d6+4 (4 DB).
Resistance ​is halved damage.​ Double Resistance​ is quartered damage.

When an attack Critically Hits, add the roll for its unmodified DB to its damage again.
Struggle Attacks
DB 1, AC 4. Zzz.

Status Afflictions

Physical Afflictions
Blinded: ​The user is Vulnerable, Slowed, and cannot target or react to targets that are not
adjacent. Attacks made against adjacent targets are made with a -6 Acc penalty.

Burned​: The user loses a tick of Hit Points after taking a Major Action (Action resolves first) and
whenever they are hit by a melee attack or a Fire-Type attack.

Cursed: ​The user has a -3 penalty to all rolls, and loses a Tick of Hit Points whenever they take
a Major Action or are hit by a Ghost-Type Attacks. The Cursed affliction lasts for 1 minute and
cannot be removed by any means.

Fainted: ​(cast help what does this mean now)

Frozen​: Frozen users are Vulnerable and cannot take any actions on their turn, unless those
Actions would cure Freeze or are explicitly allowed to be made while Frozen. At the end of their
turn, they make a Save Check with a DC of 16 and are cured of Frozen on a success.
Whenever a frozen user is hit by an attack or maneuver while frozen, they are thawed and
cured of frozen. Allies may use a standard action to thaw a frozen user. When cured of Sleep,
the user is Slowed for 1 round.

Poisoned​: At the start of the user's turn, they may choose to become Slowed and have all
damage they deal be halved until the end of their turn. If they don't, they lose two Ticks of Hit
Points.

Paralysis​: The user’s Speed is halved, rounded up. The user must make a Save Check vs 11
at the start of their turn; on a successful turn they may act normally, but on a failed check they
suffer the following effects:
- The user can only take a Standard OR Shift Action that round, but not both
- The user is Vulnerable until their next turn.
- The user cannot take attacks of opportunity until their next turn.

Tripped: ​A tripped user is Vulnerable, and must use a Move Action to right themselves. Unlike
other physical afflictions, Tripper is “cured” by being switched.

Vulnerable​: A vulnerable target cannot apply Evasion against attacks targeting them.
Mental Afflictions
Confusion​: Confused users cannot take Punish Attacks. If a Confused user makes an attack
(even attacks without rolls), the user becomes vulnerable for one full round, loses Hit Points
equal to half their Attack Stat if the Attack was Physical, half of their Special Attack Stat if the
Attack was Special, or a Tick of Hit Points if the Attack was Status. The user is cured of
Confusion with a Save of 16+ made at end of turn. When cured of Confusion, the user suffers a
-4 penalty to all accuracy rolls for one full round.

Flinch​: Upon becoming Flinched, the user lowers their Initiative by 1 for the rest of the Scene
and is Vulnerable for 1 full round. Multiple of instances of Flinch may stack; being switched out
removes the Initiative-lowering effect. (Also yes, you can now Flinch people of a higher Initiative
than yourself)

Infatuation​: Infatuated users take a -5 penalty on all Damage Rolls, and also take a -4 penalty
to Accuracy on attacks that include their Crush. The user makes a Save Check at the end of
their turn, and is cured of Infatuation on a Save of 16+. When cured of Infatuation, the user
suffers a -10 penalty to Damage Rolls for 1 round.

Provoked ​- Provoked creatures gain a -4 penalty to Accuracy Rolls and penalty to damage
equal to their level when attacking anyone besides the creature who Provoked them. This
always lasts 1 full round. If someone is Provoked while already Provoked, the new instance
overwrites the old one.

Rage​: Enraged users cannot use Status-Class Moves, gain a -2 penalty to Accuracy Rolls, and
a +5 Bonus to Damage Rolls. When cured of Rage, the user becomes Vulnerable for 1 round.

Sleep​: Sleeping users are Vulnerable and cannot take any actions on their turn, unless those
Actions would cure Sleep or are explicitly allowed to be made while Asleep. At the end of their
turn, they make a Save Check with a DC of 16 and are cured of Sleep on a success. Whenever
a sleeping user is hit by an attack or maneuver while Asleep, they wake up. Allies may use a
standard action to shake awake a sleeping user. When cured of Sleep, the user is Slowed for 1
round.

Suppression​: Suppressed users cannot use Moves with any Frequency other than “At-Will”.
Suppression always lasts 1 full round, unless stated otherwise.
Injuries
Whenever you are lowered to 50% Hit Points or less and aren't Shaken, you become Shaken.
While Shaken, your maximum Hit Points are reduced by 25%.

Whenever you are Fainted, you become Bruised. While Bruised, you can't be healed of Shaken
and all healing you receive is halved.

Whenever you are Fainted while Bruised, you become Wounded. While Wounded, you can't be
healed of Shaken or Bruised, and whenever you take damage or suffer hit point loss, you
become Slowed and Vulnerable for 1 round.

Recovery​:
Taking a short rest removes Shaken.
Taking a rest during the Camp Phase removes Shaken and Bruised, or removes Wounded.
Pokemon Centers can remove all of the above conditions.

Combat Maneuvers
I’m gonna cry. Here’s Trip and Dirty Trick for now since Rogue uses them.

Aim
Action​: Minor
Class​: Status
Range​: Self
Effect​: The user loses 1 Initiative and gains a +2 bonus to all Accuracy Checks made this turn.

Maneuver: Trip
Action​: Standard
AC​: 6
Class​: Status
Range​: Melee, 1 Target
Effect​: You and the target each make opposed Forceful or Clever Checks. If you win, the target
is knocked over and Tripped.

Maneuver: Dirty Trick


Action​: Standard
AC​: 2
Class​: Status
Range​: Melee, 1 Target
Effect​: You may perform any of the Dirty Tricks listed below. You may use each trick only once
each Scene per Target. Each Dirty Trick is an Opposed Deceitful vs Careful Check.
Hinder: ​If you win, the target is Slowed and takes a -2 penalty to all Action Checks for one full
round.
Blind:​ If you win, the target is Blinded for one full round.
Low Blow:​ If you win, the target is Vulnerable and has their Initiative set to 0 until the end of
your next turn.

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