Documente Academic
Documente Profesional
Documente Cultură
If you do not plan to be a Game Master, or GM, for Pokémon: Tabletop Adven-
tures, you should not be reading this book! Unless you’re into metagaming, in which
case, shame on you.
This Guide will have a bunch of charts that you’ll need for Pokémon that Train-
ers are not allowed to know off the top of their head. You will have to share certain
information with them when they capture Pokémon, or you might need to keep track
of every Pokémon's Capture Rate to see of a player’s Poke Ball roll was successful. It’s
all in here!
Let’s go!
Starter Pokémon:
The first thing you will deal with, when beginning your campaign of Pokémon: Tabletop Ad-
ventures, is what Pokémon your players will get to start off with. If your players are not starting fresh,
it would
probably be best to help design rules and limits so that some players are not starting off way more
powerful than the rest of the Trainer they’ll be travelling with. While Pokémon professors tend to give
out a ‘starter’ Pokémon, let’s not forget that some trainers have lived in a house with a Growlithe or
a Vulpix as a family pet. Maybe they had an Oddish in a clay pot on their windowsill that they watered
everyday? It’s not unusual for new trainers to bring a friend along on the journey, but you might re-
strict them to waiting to return home and pick it up at a much later time if the player insists on having
a Dragonair as a family pet. Basically: If a player wants to have a house pet, it’s not above level 10 and
it’s not an amazingly rare Pokémon, there shouldn’t be a problem. Anyway, onto a list of Pokémon
that Professors might offer to new trainers...
Starter Pokémon, from Professors, should have at least one evolution in their family tree. The
Pokémon should grow alongside their Trainer. An Evolution is the ultimate form of growth in the
Pokémon world. You should also limit certain Pokémon from being given out from professors. Nobody
wants to travel in a party with a Larvitar, when all they got was a Pidgey.
These are some Pokémon have been used as starters in the video game series:
Bulbasaur, Charmander, Squirtle Snivy, Tepig, Oshawott
Chikorita, Cyndaquil, Totodile Chespin, Fennekin, Froakie
Treecko, Torchic, Mudkip Rowlet, Litten, Popplio
Turtwig, Chimchar, Piplup Pikachu (Pichu), Eevee
Campaign Structure:
This is a suggested campaign structure. Start with this skeleton and flesh it out, and you’ll have your campaign. If
you want to run a high-level campaign, start later in the skeleton. Deviate from this suggestion as you would any suggestions
in any other tabletop games.
Basically, take turns. The players get to do what they want for a bit, then the GM gets to do some plot things for
a bit, then the players get to do what they want for a bit, then the GM gets to do some plot things for a bit.
When you have a play who isn’t interested in the League Championships, make sure they have a suitable ending
to their story. Figure out how to throw a Grand Festival for them to compete in as a pre-Championship show. Find an NPC
who wishes to fund their research and set them up with a lab or grant. Have closure on any friendship they’ve made with
a Legendary Pokémon who needs to leave them. Don’t accidentally punish your less battle-oriented players by forcing
them to compete in the Championships.
LOYALTY —
As the GM, one of your goals is to make the universe come alive for your players. NPCs have reactions to players that
cause them to regard your universe as a living breathing thing, with people in it with goals beyond the player’s meager
needs. Naturally, Pokémon are no different in that regard. How a Pokémon reacts to his or her trainer is expressed
through a mechanic called “Loyalty.” Pokémon, even your player’s Pokémon are partially controlled by you, the GM. You
should keep track on the Pokémon your player’s keep in a private space, noting when players do good to enforce their
relationship with their Pokémon and when players do poorly and harm their partnerships.
Loyalty 0: Pokémon is actively defiant; may use the Pokémon Move Frustration.
Pokémon begin at loyalty 0 when captured through cruel means, such as through Snagging,
or if the captured Pokémon does not deem the trainer “Worthy” of owning him, such as a
level 1 trainer catching a level 50 Pokémon through a lucky capture roll. Legendary Pokémon
caught through the use of a Master Balls may begin at this loyalty level as well.
Loyalty 1: Pokémon follows commands, but is wary of the trainer; may use the Pokémon move
Frustration; Pokémon have a chance NOT to evolve if Loyalty 1 or lower even if they
meet the requirements. Pokémon begin at Loyalty 1 when they are captured or
befriended normally.
Loyalty 2: Pokémon care about its trainer, and follows commands; normally immune to
snagging except through extra features. Pokémon hatched from eggs or Pokémon caught
or befriended with the full consent of the Pokémon after the trainer has proved his
worth may begin at loyalty 2.
Loyalty 3: Pokémon actively likes its trainer and will follow commands happily; may use the
Pokémon move Return; completely immune to snagging.A Pokémon who is a trainer’s
starter generally begins at loyalty 3.
Loyalty 4: Pokémon LOVES its trainer and never wants to be apart; may use the Pokémon move Return;
completely immune to snagging. A Pokémon who is a trainer’s starter may begin at loyalty 4
if you so choose.
Loyalty is an optional thing for a player to think about, of course. Return and Frustration are relatively obscure
moves, and a Pokémon of loyalty 2 operates just as well as a Pokémon at loyalty 4. For that matter, an Ace Trainer may
take Beast Master and ignore the negative effects of low loyalty altogether if he so chooses. However, it is still a worth-
while thing to pursue for a more complete roleplaying experience, as well as a reward/punishment system for ill behavior
towards the creatures they allegedly calls their friends. It’s also important for you to know, because you’ll sometime want
to use Loyalty to know when to make your players’ Pokémon evolve.
Loyalty can be lowered in several ways. Keep in mind that upon hitting Loyalty 4, it takes a LOT of punishment to
get that Pokémon down to even loyalty 3. On the other hand, it takes very little for a loyalty 1 to slip into dreaded Loyalty
0. Use your best judgement in adjusting these criteria for your own situations.
- When a Pokémon is fired upon by his own trainer or the other Pokémon on the team on the trainer’s orders, a
Pokémon's loyalty may waver. This usually happens when you use an AoE attack that can hit your own Pokémon.
- When a Trainer constantly pushes a Pokémon too hard, a Pokémon's loyalty may drop. This includes features that
sacrifice a Pokémon's HP for added effects (Such as an Ace Trainer’s “Press” features) or simply letting a Pokémon faint, ra-
ther than switching it out before it collapses.
- When constantly feeding Pokémon trash or things with the “Bitter” keyword, or any berry or poffin of a flavor the
Pokémon does not like, the Pokémon's loyalty may suffer.
- Seeing cruelty done to another Pokémon in any of the above ways may have an effect on the other Pokémon in the
team. If the trainer is cruel to that guy, how long until it’s MY turn?
- Some species may have particular dislikes. If you don’t feed a Snorlax or Munchlax enough, their Loyalty will plum-
met! If you insist on fighting with a Dry Skinned Croagunk in the sun too often, its loyalty will fall fast. Harming or threatening
a Kangaskhan’s baby could instantly drop her to Loyalty 0! If you insult the pride of most fighting types, or the intelligence of
most psychic types, or keep water types too dry or fire types too wet, or many other possibilities depending on the Poké-
mon, loyalty may take a nosedive.
- Nature plays a part in loyalty as well. Proud Pokémon will feel insulted if you don’t use them enough, or if they are
kept at a lower level than the other Pokémon on the team. Lazy Pokémon are the other way, and won’t like it if they’re used
too much or disturbed too often. Use your best judgement and feel free to ignore a Pokémon's nature if it gets too compli-
cated.
- Loyalty 4 Pokémon are an exception to many of these rules. They will understand that things are tight if you can’t
feed them enough. They will understand why you push them and their team mates so hard. They won’t mind eating bitter
food as they know that it’s for his own good. However, if you manage to ruin it and utterly betray a Loyalty 4 Pokémon, their
Loyalty should fall much harder than normal and getting that perfect 4 back should be VERY difficult.
- Loyalty should rise naturally. The more the Pokémon gets to know its trainer, the higher the loyalty should be. A
rule of thumb is for every few in-game weeks, assuming the trainer hasn’t done anything to actively cause a drop in loyalty, a
Pokémon should become friendlier towards his trainer. Loyalty 3 and 4 should not be gained in this way, however.
- The best way to attain the higher loyalty ranks is through triumphant events. Perhaps your Alakazam was able to
solo an entire gym, or your Wailord took out a room full of Rockets with one well-aimed Waterspout. This kind of badass
achievement should cause a Pokémon to like and trust its trainer more, and it should go up a rank in loyalty. Naturally, it
may take several such events to cross the gap between loyalty 3 and 4, but that is the GM’s call. If you want to be a stickler,
this should be the ONLY way to acquire a Pokémon of Loyalty 4.
- Certain features and classes are built around raising Loyalty. Groomers, Dream Doctors, and Yogi should be able to
raise Pokémon up to level 3 very quickly through regular massages and trips to the grooming chair, or just by getting in the
Pokémon's head and fixing it.
- As bitter medicine lowers a Pokémon's loyalty, berries and Poffins of a flavor the Pokémon likes should raise their
loyalty. For every 20 treats the Pokémon receives, a loyalty rank should be gained, however, Loyalty 4 should be off limits to
this method.
- Once again, Nature and species plays a part. Snorlax and Muchlax love to eat, so if they’re owned by a Chef they
lucked out. Psychics owned by Psychic types will most likely be happier than psychic types owned by laymen, and Fighting
Types will appreciate being able to spar with their Martial Artist trainer rather than treating a fragile Breeder with kid-gloves.
Machamps will remain loyal as long as you can lead him to victory time and again. Pokémon who are Sickly, Jolly, Naive, or
Gentle may respond to simple kindness more than other natures, while Quirky, Adamant, or Brave Pokémon might appreci-
ate you being a little cruel in the pursuit of strength. Once again, use your best judgement in thinking about what a Pokémon
really wants out of the trainer-Pokémon relationship, and if the trainer delivers that, loyalty should rise.
- Finally the “Charizard Effect,” is something to keep track of. If an owned Pokémon is a significantly higher-level than
the trainer and the trainer’s team it might be reluctant to follow orders and have a lower loyalty than it would normally
would until the trainer manages to prove themselves.
EXPRESSING LOYALTY:
It is simple enough to say “Your Pokémon likes you” or “Your Pokémon loathes you,” but that might be a little boring.
Reminders of a Pokémon's loyalty can happen whenever there is some downtime in a session and the player wants to get to
know his Pokémon a little better. Actions speak louder than words, of course, and unless the Pokémon can somehow com-
municate with its trainer, actions are all they have to go on.
Some ways to express Loyalty might be:
- Low loyalty Pokémon shy away or hide from trainers they dislike.
- High loyalty Pokémon rub up against or hug trainers they love (Watch out for friendly Tyranitars)
- If a Pokémon is small enough, it might fall asleep in a beloved trainer’s lap.
- Feline or pack-oriented Pokémon may wander into the wilderness, hunt something, and bring it back to a beloved
trainer as a gift.
- Pokémon naturally oriented towards pack structure will include you in its rules. At low loyalty, it may act out in
subtle ways to challenge its trainer, going through doors first or stealing food. If left undisciplined for these acts it
may challenge its trainer with violence or violent displays.
- A Pokémon may still see itself as an Alpha, but see you as a beloved drone. A Vespiquen might make sure you are
well fed with honey and well protected if she likes you.
- Pokémon who are disloyal may prefer the company of another trainer or another trainer’s Pokémon.
- Pokémon who are loyal will invariably also be loyal to Pokémon of the same team (Unless, of course, they are
prone to jealousy).
- Ghosts or Naughty and Quirky natured Pokémon may express their high loyalty by playing tricks or practical jokes
on their trainer. For a Disloyal Pokémon, they may instead play more malicious gags without thinking about the
trainer’s safety.
- Psychics or more intelligent species may wish to play games with you. You’ll rarely defeat a Metagross at Chess,
but it will still be an enjoyable experience for both of you.
- Fighting types or Proud and Adamant-natured Pokémon may run and jump and show off in front of you. They may
also want to spar with their trainers, which may be dangerous for more fragile trainer classes.
EXPRESSING DEFIANCE:
If your trainers are often cruel to their Pokémon, it’s bound to happen eventually. Either a trainer is too short-
sighted or isn’t able to satisfy a Pokémon's needs. The Pokémon, having no other recourse, will act out. Acting out may hap-
pen in several ways, according to the Intelligence, nature, and species of the Pokémon, but will rarely end well for the train-
er.
The following effects may occur upon a Pokémon reaching Loyalty 0. However, Ace Trainers with Beastmaster are
immune to these effects, and may ignore completely the adverse effects of low loyalty (Except for danger from Snaggers).
- If the cruelty was benign or neglectful, the punishment might not be too violent. Every time the trainer attempts to
order this Pokémon, consult the chart below. The Pokémon will perform that action.
- If the cruelty was active and violent, then the Pokémon will respond in kind with violence. Every time the trainer
sends out this disloyal Pokémon, the Pokémon will be GM controlled and attack.
- Pokémon of Intelligence 5 need not roll on any tables. They will simply act on their own. They will attempt to
escape at every opportunity, or will attempt to harm a Trainer if given the chance to get away and given the
necessary justification.
- Pokémon of Intelligence 6 or higher are truly dangerous if Defiant. They will not just act on their own. If there are
any Loyalty Pokémon out and owned by ANY trainers in the area of a lower intelligence than them, that Pokémon
will be able to take control of those Pokémon and those Pokémon will swarm around the party. They may try to
escape, but they might also try to actively harm the party. Knocking out the ringleader causes all of the
other defiant Pokémon to attempt escape.
Fossil Reanimation:
Sometimes, Players will find an ancient fossil. Scientists and Petrologists all over the world are capable of reani-
mating Pokémon. You can use this chart to check how successful the Player’s Fossils are, when they find someone who can
reanimate the Pokémon.
How to Generate Wild Encounters -
The following scenario will happen in one form or another:
The Pokémon you whipped up for their forest encounters are useless now. This will happen so much that unless
it’s plot related, it’s really not even worth stating up wild Pokémon. Especially since once a player catches the Pokémon,
they get to rebuild its stats. After all, if they didn’t get to choose how a wild’s stats are distributed, you could be accidental-
ly punishing players when they should enjoy their new Pokémon.
And the wild Pokémon's stats? What do we do if we’re not stating them?
- Use the prominent Base Stats and add their level to the base stats, give them HP equal to 3 times
their HP Base Stat and level (a different HP formula than usual) and use whatever Move you want
them to. Wild Pokémon battle until successful escape, or they are felled. They do not have
Death Savings throws.
Allying with Pokémon:
Some Trainers will put aside their Poke Balls, when a Wild Pokémon is not being aggressive and try to convince the
Wild to join them in their quest with acts of kindness and offers of friendship. This is a chance for a Pokémon to be cap-
tured and have it start with a higher Loyalty.
This is especially relevant with Legendary Pokémon, who are nearly impossible to capture.
Actions a trainer does toward a Pokémon in the Wild affect the Scale below. Once a Pokémon is below -10, any positive
action towards that Pokémon is only 1/5th as effective.
Trainers may only benefit from positive actions when allying with a Pokémon once per action, per day. Once a Pokémon is
good friends with a player, it’s possible for them to go along with the Trainer if they are invited to join the player on their
journey. Keep in mind that a Pokémon with really low intelligence might not really comprehend the situation and therefore
be unable to respond in any understandable way. Nonetheless, stupider Pokémon might still wander and follow a trainer
from its home if compelled to do so by the Trainer’s acts of kindness.
Fainting:
When a Pokémon is lowered to 0 HP it Faints. Pokémon cannot act if they are at 0 HP. They may still
be attacked and suffer damage from Status Ailments until they are returned to their Poke Ball. If they
are lowered to -100% while Fainted, it could die.
When a Trainer is lowered to 0 HP, they also Faint. They may not Shift, Issue Commands or use Trainer
Actions while fainted. If they are lowered to -100%, they could die.
Death:
When a Trainer’s HP is lowered to -100% of their Max HP, they’ll need to roll a Death Savings Throw.
Their check is on a single 1d20. They must roll equal to, or under their Trainer Level, 18 being the high-
est for the check. In other words, even if a trainer is above level 18, the check will still be 18. This will
always leave at least a 10% chance of dying. If a Player succeeds with their check, they must get stabi-
lized or they will need to make another Death Savings Throw ten minutes later. If they fail, they die.
When a Trainer’s Pokémon is lowered to -100% of their Max HP, they’ll need to roll a Death Savings
Throw. A Pokémon's check is on 1d100. They must roll equal to, or under twice their level, 90 being
the highest for the check. In other words, even if a Pokémon is above level 45, the check will still be
90. This will always leave at least a 10% chance of dying. If a Pokémon succeeds with their check, they
must get stabilized, returned to their Poke Ball or they will need to make another Death Savings Throw
two minutes later. If they fail, they die.
Beginning trainers don’t need to worry as much, unless they’re fighting really powerful Pokémon.
Pokémon under level 30 and trainers under level 20 are incapable of dealing lethal damage. If they
would, instead the target Pokémon receives damage that will put them at most to -90% HP.
Trainers need to know when to stop pushing their Pokémon. Even if their Pokémon is still at a positive
amount of HP, a single Critical Hit or Super Effective hit could deal the 105% damage needed to kill the
Pokémon. If you’re an active player killer, they’ll pick up on that very quickly. Please don’t be an active
player killer.
Gym Battles/Contests:
Know your players. If they are going to be doing these things, prepare for them.
What is important is to establish a code of conduct for Gym Leaders to follow, and inform your
players when explaining setting at the beginning of the campaigns. Then when your players get to a
Gym or Contest Hall, and a few want to battle or compete, they aren’t going to consume time asking
these things.
Once you’ve made your campaign’s rules for Gym Battles, make multiple teams for each Lead-
er, or if you’d prefer them to only have one team, that’s fine too. Generally, Leaders use a specific
Type of Pokémon in battle. Again if you make your own leaders outside of the norm, no can stop you.
If you are running a Campaign in Kanto, do not force players to fight Brock first. If they want to
pay for a ferry to Cinnabar and fight Blaine first, let them do so. If a player does want to fight Blaine
first, for example, let them fight Blaine’s Charmander and Ponyta rather than Blaine’s Charizard and
Magmortar. Likewise, if Brock is their last Gym, do not have Brock use a Geodude and his newborn
Onix. Have them face off against Brock’s Rhyperior and strongest Onix.
Do not pester players with Gym Trainers. If they want to fight the leader immediately, let them.
Still, keep Gym Trainers around. If players want to drop in for a Trainer battle, there is no reason a Gym
wouldn’t have Trainers working out and trying to get stronger.
Contests have a lot of dice rolling, so either use a program to do it or pre-roll dice to save time
for your Contest-loving players. Try to mix up your Contest participants. Bring Tough coordinators to
the Beauty competition.
These can end in your players gaining a level so make sure there is some challenge to the event
and try to find a way to make it memorable. Triggering Evolutions mid-battle or mid-appeal can be re-
ally great moments for your players.
Captures:
Every Wild you throw at your players is only one lucky critical capture roll away from being turned against you!
But, if it is a seriously overpowered monster, you could always just have it play disobedient until they’ve earned its loyalty.
When a player throws a Poke Ball, they’ll make their Capture Roll. They want to roll low, and most likely will have modifi-
ers to make their check even lower. On your side of the board, you need to check and make sure that you have the wild’s
Capture Rate, which if the player rolls under, the Pokémon is theirs, and you must be sure to ADD modifiers to the Poké-
mon's Capture Rate! Don’t forget to award experience points for the Pokémon's capture! Just because someone caught it
doesn’t mean that the Pokémon who weakened it learned nothing from the encounter!
Nature
This is the most important way to make each wild unique since it can help give you clues as to how you
make a player’s Pokémon act in different situations but it also will make their Base Stat block unique so
that multiple Eevee in each party of players aren’t built identically.
Gender
This is pretty straight forward, for many Pokémon this is a coin flip. For some others, use 1d8 when ap-
propriate to determine the gender of species that have a 1/8th chance of being a rarer gender.
Ability
Many Pokémon have multiple abilities. Rolling a die is a find way to assign Abilities to wilds once they
are caught or befriended. When it’s a strong enough Pokémon, be sure to give them a second Ability as
well.
Special Moves
Sometimes, your wilds may know a special Move that is a rare Egg Move or even stranger. This is en-
tirely up to you to assign.
Experience
The easiest thing to do here is give the Pokémon experience that would make it a level less than 1000
for Pokémon who are supposed to be young and somewhere nearer to your Player’s Pokémon's level if
you’re trying to give them a wild that they don’t have to ‘catch up’ in training.
Height/Weight
While less important, some players will want to know if they can carry around their new Pokémon or fit
them inside of their backpack. Just draw up some numbers near the averages found in the Pokédex.
Creating Pokémon encounters on the fly can be difficult. The following
lists will help give you quick Base Stats, Biome Location, Experience
Drop and Capture rates during an unexpected battle.
Awarding Experience Points to Pokémon:
The following list has both, each Pokémon's Capture Rate and their Experience Drop. Experience Drop is how many Experi-
ence points you award to the each of the player’s active Pokémon for defeating/capturing anything you throw at them.
Each Player should have the Experience Point drop awarded to each of their Pokémon. If a single Pokémon's experience
drop is 580 Experience, each Trainer’s active Pokémon should receive 580 Experience, unless the Trainer has multiple ac-
tive Pokémon, in which case that individual Trainer should split the Experience drop between his or her Pokémon evenly.
Experience Formula:
(EXP Drop X Pokémon's Level) X (1 + (Is it a Trainer’s Pokémon? If yes, 1. If no, 0.)) = Experience Points
In other words, EXP Drop value multiplied by the Pokémon's level. If it was a trainer’s Pokémon and not a wild, double it.
HP Skills—These are all just abilities your players have, because the HP Stat has no Modifier. Having
these abilities twice are redundant.
Attack Skills—
Browbeat
Players will use this to bully and intimidate your NPCs. Their success is based on how tough you make
the NPCs. You may roll 1d20 and add the value from the chart below or just use the value below. Your
player must roll higher than the NPC’s value to successfully use Browbeat.
1—A pushover, coward, or baby Pokémon.
5—A young bratty child, an elderly person, a young Pokémon.
10—A well informed person, older teenager through middle aged person, a tame Pokémon.
15—A muscular person, a martial capable person, an armed person, a wild Pokémon.
20—A member of organized crime, a Ranger or law enforcement, a threatening wild Pokémon.
30—A leader of organized crime, a leader of law enforcement, a powerful wild Pokémon.
Jump (In Player’s Handbook)
1—You trip and fall prone.
5—You jump a normal height 2 ft. (.6m), or leap forward a normal distance of 5 ft. (1.5m)
10– You jump higher, 4 ft. (1.2m), or leap forward 10 ft. (3m)
15– You jump higher, 5 ft. (1.5m), or leap forward 12 ft. (3.6m)
20– You leap upwards 8ft. (2.4m), or leap forward 20 ft. (6m)
30—Adrenaline pumping, you leap upwards 10 ft. (3m), or leap forward 30 ft. (9m)
Sprint (In Player’s Handbook)
1 – You trip and fall prone.
5 – You strain yourself and Shift at a -1 Shift this turn.
10 – You Shift as normal.
15 – You book it, Shifting at +2 this turn.
20 – You’re making great time, Shifting at +4 this turn.
30 – You’re a speed demon, gaining an Overland Skill for x4 distance this turn.
Strength (In Player’s Handbook)
1—You tense up and strain yourself, Flinching.
5—You use your Strength as normal.
10—You lift up to 150 lbs. (68kg), push 135 lbs. (61kg)
15—You dig in and can lift up to 250 lbs. (113kg), push 225 lbs. (102kg)
20—Through tremendous effort you raise 350 lbs. (158kg), push 315 lbs. (142kg)
30—Adrenaline pumping, you lift 800 lbs.. (362 kg), push 720 lbs. (326kg)
Defense Skills:
Concentration (In Player’s Handbook)
Make players roll a Concentration Check if they are performing a skill that you feel requires a great
deal of concentration and they are attacked.
1—The lightest tap disrupts your focus.
5—You can take up to 10 damage without losing focus.
10—You can take up to 20 damage without losing focus.
15—You can take up to 50 damage without losing focus.
20—You can take up to 150 damage without losing your focus.
30 — No amount of damage will disrupt your focus.
Deflection
Players might attempt a Deflection Skill Check if an NPC of your is throwing some kind of harmful
attack at them. Players may not attempt to use Deflection on a Pokémon Move, even if used by a
Trainer. Their success is based on how well your NPC can aim and the type of object they are trying to
deflect. You may roll 1d20 and add the value from the chart below or just use the value below. Your
player must roll higher than the NPC’s value to successfully use Deflection.
1—Unskilled combatant.
5—Basic thrown object, unskilled; baseball, rock, chair
10—Decently skilled thrower, dangerous object; knife, pipe, filled glass bottle
15—Skilled thrower, dangerous object; smoke bomb, sword, axe
20—Skilled, very dangerous object; loosed arrow, grenade
30—Expert, very dangerous object; single bullet, RPG
Healing (In Player’s Handbook)
1—You don’t recover anything.
5—You recover a normal 10% of your Max HP.
10—You recover 15% of your Max HP.
15—You recover 25% of your Max HP.
18– You recover 50% of your Max HP.
20—You recover to full HP and remove any afflictions you were suffering.
Tireless (In Player’s Handbook)
If your players are pulling all-nighters to use Features, they aren’t sleeping enough to stay healthy.
You may make them roll a Tireless Skill Check.
1—You fall asleep for 1d4 hours.
5– You lose 25% of your max HP.
10—You lose 15% of your max HP.
15-You lose 5% of your max HP.
20– You don’t lose any HP and feel fine.
Special Attack Skills:
Engineering (In Player’s Handbook)
1—The device is foreign to you.
5—You can guess the purpose, but you cannot operate the device.
10—You know the purpose of the device and can at least understand how to turn off the device.
15—You can repair the device and operate the device.
20—You are an expert with the device and can use it without any problems.
30—You can replicate the machine with the right resources, you have an intimate knowledge of it.
History (In Player’s Handbook)
1—You don’t know anything about anything.
5—You’ve heard about the place/event in passing, but wasn’t really paying attention.
10—You know about the place - any Gyms, major sights, famous people from there
You know about the event - who/what/when/why it happened.
15—You know about the Gym’s specialties, team specifics of the famous people from there
You know about details that are often left out in history books.
20—It’d be hard to tell you hadn’t been to the place before, or weren’t at the event personally.
Investigate
Players will attempt Investigate checks when they hit a dead end. Their success is first based on wheth-
er or not the space they are in actually holds information that would help them, if not they cannot suc-
ceed. If it does hold information, use the chart below. Their success is based on how well an NPC might
have tried to hide something. You may roll 1d20 if an NPC hid an object and add the value from the
chart below or just use the value below if something left behind is not well hidden. Your player must
roll higher than the value to successfully use Investigate.
1—Not hidden, left in plain sight.
5—Not hidden, obscured by other objects on or near it.
10—Not hidden, not obviously placed.
15—Hidden in a rush, not obviously placed.
20—Hidden. Obscured by much.
30—Well Hidden. Usually only found by those who know its whereabouts.
Programming
Players will use Programming to hack into places they aren’t supposed to be. Each time they attempt a
task, you will want to compare their roll against the charts below. Their success is based on how well
your NPC can create defensive measures against hacking and the type of network your Players are try-
ing to access. You may roll 1d20 and add the value from the chart below or just use the value below if
the security is very lax. Your player must roll higher than the NPC’s value to successfully use any of the
Programming tasks.
Task: Access Administrative Permissions
5—Access digital device (Timer, detonator, lock).
10—Access personal computer.
15—Access small network (small office, personal business).
20—Access large network (Pokémon Centers in the city, local government).
25—Access massive network (Ranger Union, Team Rocket database, Silph Co.).
Task, once in:
10—Activate remote task (cameras, locks, alarm), crash individual computer.
15—Deactivate remote task (cameras, locks, alarm) , crash several computers.
20—Change network keys, hide evidence of tampering.
25—Crash network for 1d4 hours.
Task, introduce virus/damage programming:
5—Personal computer, repairable damage.
10—Small network, repairable damage (fixed in 1d12 hours); brick personal computer.
15—Large network, repairable damage (fixed in 1d12 hours); brick small network.
20—Massive network, repairable damage (fixed in 1d12 hours).
25—Brick large network.
30—Brick massive network.
Task, when manipulating computer hardware:
10—Damage hardware in non-obvious way.
15—Repair hardware/identify damaged part that needs replacement.
20—Brick hardware, unable to detect what is wrong.
Special Defense Skills:
Bluff/Diplomacy
Players will attempt to manipulate and lie to your NPCs when its beneficial to them, or use positions of
presumed power to ask a lot of your NPCS. Their success is based on how clever you make the NPCs.
You may roll 1d20 and add the value from the chart below or just use the value below. Your player
must roll higher than the NPC’s value to successfully use Bluff/Diplomacy.
1—A gullible idiot or baby Pokémon.
5—An ignorant individual, a low level , a young Pokémon.
10—A well informed person, older teenager through middle aged person, a Pokémon with Intelligence
3 or 4.
15—A muscular person, a martial capable person, an armed person, human with SATK 14, a Pokémon
with Intelligence 5.
20—A member of organized crime, a Ranger or law enforcement, human with SATK 16, a Pokémon
with Intelligence 6.
30—A leader of organized crime, a leader of law enforcement, human with SATK 20, Pokémon with
Intelligence 7.
Perception
Sometimes you might want to throw players a bone and have them roll a Perception Check. This is usu-
ally because there is someone or something following them, or something is about to happen to them,
or there is anything else you want your players to know. You may roll 1d20 and add the value of an
NPC from the chart below or just use the value below. Usually you would only roll if the thing they’re
trying to perceive is hiding itself.
1—They can’t see anything.
5— A not hidden object, sound, or other near obvious thing is noticed.
10—Not hidden, not obvious thing is noticed.
15—Something decently hidden is noticed.
20—Something expertly concealed is noticed.
Sooth
When a Pokémon is upset, a player may attempt a Sooth Skill Check to calm the Pokémon. Often, even
if a Player calmed the Pokémon, if the problem that caused the behavior isn’t fixed, the Pokémon may
return to a bad behavior.
5—A crying Pokémon is comforted.
10—An angry Pokémon at or below the Trainer’s Level is calmed down.
15—An angry or rampaging Pokémon up to twice the Trainer’s Level is calmed down.
20—An angry, rampaging or berserk Pokémon is calmed.
Streetwise (In Player’s Handbook)
1—You don’t know anything about anything.
5—You’ve heard about some important business people, but nothing important.
10—You know about any places to avoid, but also know where to find some questionable services.
15—You know details about the leaders in any groups you may want to avoid.
20—You know how to pass for a member of any groups that reside in the town or city you’re visiting.
Speed Skills:
Acrobatics (In Player’s Handbook)
1—You fall over.
5—You navigate a board wide enough for you to walk normally on or scale a normal fence.
10—You can balance across a ledge or a large tree trunk, or scale a story of a building.
15—You pass through thin paths of balance unhindered in speed and can scale the side of a building.
20—You have no trouble scaling buildings or overcoming difficult pathways.
Perform (In Player’s Handbook)
1—You get stage freight.
5—Everything goes pretty well, only a pair of unnoticed missed steps/notes/lines.
10—You get a round of applause.
15—You get a standing ovation, crowds loved the performance. Some might even give you some
credits (up to 100 credits a day).
20—The cheers go on for many minutes. A stunning performance. Surely someone gave you credits,
some might contact you to arrange performances (up to 1000 credits a day). You can begin
gathering local fame.
30—Your performance is the stuff of starting movements.
Sleight of Hand
Players may want to try and pickpocket others, or conceal something on their person while being
searched. They can attempt a Sleight of Hand Skill Check to do so. Their success is based on how well
your NPC is protecting the item and its size. You may roll 1d20 and add the value from the chart below
or just use the value below if the NPC isn't very attentive. The object must not be actively held by the
NPC and if the player fails by a large number, its possible the NPC will notice and comment.
5—A light object (wallet, keys, phone), from an oblivious person.
10—A light object from an attentive person.
15—A larger object (purse, backpack, weapon), from an oblivious person.
20—A larger object from an attentive person.
30—A worn item, or massive object from a person.
Stealth
Players will want to sneak and move while hidden or silent. Your player’s success is based on how well
they are hidden and how perceptive your NPCs are. You may roll 1d20 and add the value from the
chart below or just use the value below if the NPC isn't very attentive.
5—Very dark space, flat and soft ground, no immediate sentries.
10—Dark space, hard ground, near sentries are not attentive.
15—Shadowed space, hard ground, sentries are attentive.
20—Lit space, leaves on ground/water on ground, sentries are attentive.
Closing Words:
You are the GM. It is your job to keep players happy. This means you have to find a balance between giving them
what they need to be amazing and punishing them for terrible plans to do terrible things. This guide only helps with a few
mechanical aspects of Pokémon Tabletop Adventures, but if you have a cool idea of how to adjust how Poke Balls work, or
how wilds interact with players, do it. Tell your players any house rules and just roll with it. You should always be con-
cerned with your players’ entertainment before rules lawyering. If there’s something they want to do that’s ill-defined in
the Guides, just have them roll and reward them for a good roll. Everyone who plays Pokémon Tabletop Adventures al-
ready likes Pokémon, so it should be easy to keep a campaign going as long as you’re willing to put in the work as any GM
does for any tabletop game. Thank you.
Thanks to Original Alpha testers:
Pokémon is owned by The Pokémon Company. Not any-
Darakian LittleBear
one related to making Pokémon: Tabletop Adventures.
Dirty Nextimaginaut
Give us a break, we’re just playing some tabletop. This
DotDotDot Popook88
game was made for free distribution, if you payed any-
Dr. Mr. Stark Pwah
thing for this .pdf, you’re a sucker.
Click P-Wing
Glipp Sir cucumber
Credits:
Sources of Information:
Cover Art: Serebii
Cloudjsh7 Google
Wikipedia
Contributors and Writers from any point of this project’s Yahoo
works: AskJeeves
Anise
Aeros
Castfromhp !! Many Pictures were found and used without permission.
Cloudjsh7 If you were an artist who made a picture in this PDF and
DamienLunas wish to have your picture removed, or credited, let us
Dirty know at:
Dr. Mr. Stark http://s4.zetaboards.com/Pokemon_Tabletop/site
Garlye I’ll make sure to include your information or remove the
Glipp picture for the next update.
Gorbash
Halfwing
Happymancer Special Thanks:
Zankara
KamenWriter
Zetaboards Pokémon Tabletop members
OlympusMons
/tg/ - traditional games
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#pokeymans
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Sir Cucumber
TehOwnerer
Zoofman
Editors:
Dr. Mr. Stark
Pwah
Sir Cucumber
Webmetz
/tg/
#pokeymans
Zetaboards Pokemon Tabletop members